branchrust_reboot/main/hot_air_balloon_mark_users_hostilecancel
9 Commits over 0 Days - ∞cph!
Fixed forever bug that caused the HAB to always have the hurt trigger active when it should turn off based on inflation and velocity
Renamed killTriggers to crushTriggers and added the triggerMovePos to the list so it is activated/deactivated at the same time as the triggerHurt
Change hab.repair.item.prefab to use the hot air balloon avatar rather than the old placeholder bear rug so "Killed by X with a Hot Air Balloon" shows the correct icon
- New TriggerPlayerMovePos script to move players with a vector relative to the centre of the trigger bounds - used to stop players getting stuck underneath a HAB when it lands on them in a safezone.
- Pause players being marked hostile for 2 seconds when entering the move pos trigger to prevent the HAB marking a player as hostile if multiple players are landed on inside a safezone
Reduced the size of the HAB hurt trigger away from the door slightly to fix the old issue of jumping out of a moving HAB in the direction of travel and dying to the hurt trigger
Fixed newly introduced TriggerParentEnclosed NRE
Removed the InSafeZone check from my new HAB code to match hostile behaviour of BaseVehicle's
Players parented to (riding) the hot air balloon will now be marked hostile for 60s when the hot air balloon crushes another player by landing on them.
This follows a similar setup to the modular car kill triggers in using the TriggerHurtNotChild script and IHurtTriggerUser interface to return the damage initiator player - the first player found is marked as the damage initiator and all other players are manually marked hostile.
- Tested in editor killing a spawned player whilst riding the hot air balloon and correctly being marked hostile