Ace3: Units are not react on explosions of Incendiary Granades, near. (Not switch to Danger mode)

Created on 10 Oct 2016  路  8Comments  路  Source: acemod/ACE3

Arma 3 Version: 1.64 (stable)
CBA Version: 3.0.0 (stable)
ACE3 Version: 3.7.0 (stable)

Mods:

  • @CBA_A3
  • @ace

Description:
If a player throws an incendiary grenade at the enemy, who does not see the player, then this unit, after explosion this grenade will not switch to the mode of danger, as it comes after a after the grenade explosion. He will not respond. As seems to me, the solution of this issue is not complicated. You only need to create the same effect, as at standard grenades.

Steps to reproduce:

  • Place in the map player with Incendiary Granades.
  • Place near several enemy units, so that they did not see the player and not have instantly to shoot him. Should be deployed with back to the player.
  • Throw Incendiary Granades in the enemy. Enemy not will react to explosions and self damages.
    Will continue to stand like a statue, even under fire.

Where did the issue occur?

  • Editor (Singleplayer)

Placed Modules:

  • None

RPT log file:

  • not needed
kinbug

Most helpful comment

not complicated for mod creators, but not for mod users

that's often a wrong assumption

All 8 comments

As seems to me, the solution of this issue is not complicated. You only need to create the same effect, as at standard grenades.

Please make a pull request if it's that simple.

Closed by #4534

Please make a pull request if it's that simple.

not understand you

ACE is a open source project. If you want something changed, you can always download the source code, make your changes and upstream. I'm salty that you wrote "the solution of this issue is not complicated" when in reality it is not trivial at all.

Hi! When I say - "the solution of this issue is not complicated" I means - not complicated for mod creators, but not for mod users. Having the source code I hardly could understand how all works, because I am not mod maker of Arma

It was rather tricky... Should be fixed in 3.8.0 though.

not complicated for mod creators, but not for mod users

that's often a wrong assumption

that's often a wrong assumption

may be

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