Undo the hardcoding of the outpost deathmatch mission #15417
Replies: 2 comments 2 replies
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The event is defined in the outpost file now, it's not hard-coded. I would argue that this makes the system a lot more flexible: checking the map in the event would get really messy and cause conflicts between mods, I think it's a lot better that the creator of the outpost/map is free to choose what kind of an event is used for the weapon drops. |
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Re-adding Is there any use case that was previously possible, but isn't currently? As far as we know, we didn't remove or hardcode any functionality? |
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In current stable the xml for the outpost deathmatch mission is
Which was changed to the following one in unstable
Notably, the
<TriggerEvent state="0" delay="10" eventtag="deathmatchweapondrop" />
line was removed and its most likely hardcoded into the mission/chosen map now.I assume this is done to get around making xml stuff to check which map is being played (since the old one couldnt do that without making a new missiontype and we now need that since ruin map needs to spawn different things), but this just cant be it.
My mod "Better Outpost Deathmatch Framework" for example, used the old system to add a new custom event triggered by a custom missiontype to allow people to still play PvP vanilla while having my mod enabled.
Considering that the goal is to de-hardcode more stuff for xml modding, this shouldnt be done.
I suggest adding a new xml attribute for TriggerEvent to check against the selected map (something like "OutpostTag" or "MapTag") instead.
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