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Add SpawnActorWarhead #21364
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Add SpawnActorWarhead #21364
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Another test case: functionality looks OK |
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public readonly string[] Actors; | ||
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[Desc("The cell range to try placing the actors within.")] | ||
public readonly int Range = 10; |
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How is the location determined? First available cell in circle radius or also semi random?
Won't it look bad if it's always the same pattern and order of units?
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The idea is to allow the actor to spawn even if centre tiles are occupied. I don't believe we have a function that would randomise with ranked range
td.Add(new FacingInit(args.ImpactOrientation.Yaw)); | ||
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var cachedTarget = target; | ||
world.AddFrameEndTask(w => |
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Trivial. But could potentially become a long running frame end task.
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is that a problem? Everything that handles adding or removing actors to world needs to be in frame end task to avoid a System.InvalidOperationException
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I was thinking of #20903.
But yeah, it may not matter if it's executed as one or multiple tasks, needs to get executed.
Third party modders have been requesting this warhead for a very long time. I'm sure it will find uses in base mods as well