userJakbcancel

309 Commits over 1,157 Days - 0.01cph!

1 Year Ago
- WIP audio source setup - Radio now turns off when the engine turns off - Setup radio play interactions, sfx and the 3 default stations
1 Year Ago
Progress on moving over hackweek car radio code to its own class ModularCarRadio as a child entity of BaseVehicleModule and no longer in VehicleModuleSeating. Commented out old code and got client UI interactions working again. Still needs sound setup
1 Year Ago
Landmines now have a 15% chance to explode on being disarmed. This was always the intended gameplay behaviour but turns out there was a bug that prevented it from exploding. Instead, it previously bugged out and did nothing, allowing the triggering player to walk off
1 Year Ago
Fix: FreeUnmanaged the DebrisEntity list after we're done with it
2 Years Ago
Setup the low poly WIP radio model as the interaction point for the car radio Video https://files.facepunch.com/jacob/1b0711b1/Unity_MXhRxokGha.mp4 (ignore the steering wheel)
2 Years Ago
Car radio now works on all 3 cockpit types (regular, with engine and armoured). Car radio will only work when the car is powered on, the radio will turn off when the car is off. Video https://files.facepunch.com/jacob/1b0611b1/Unity_PmVGc3WdK5.mp4 (WIP Visuals)
2 Years Ago
Car radio now works on 1module_cockpit_with_engine. Video https://files.facepunch.com/jacob/1b0511b1/Unity_sqK5oqgNUy.mp4 - WIP Visuals - behaves just like the deployable boombox but without casettes or the need for power - may revisit casette functionality later - still need to add checks for the car is powered on - still need to setup armoured cockpit and regular cockpit
2 Years Ago
WIP Car radio code setup
3 Years Ago