Prioritize dynamite over vehicle/landmines
It happens quite often that you plant dynamite at the barrier, but the destroyed vehicle is next to you.
So instead of arming the dynamite you repair the vehicle first, which I think is exactly the opposite of how the priorities should be handled.
You should be first arming the dynamite, no matter whether you are inside another trigger or not.
#3 Updated by keMoN over 3 years ago
The question is what priority order..
We can all agree that dynamite should get absolute priority, but are landmines more important than constructibles (vehicles, barriers, etc)?
You normally don’t arm landmines next to your own vehicle/constructible. I think it happens more often that you by accident throw mines near your obj (when reaching for adrenaline in NQ).
Also what about defusing satchels? Because a cvops could have a satchel next to the CP and when you construct the CP first, he will blow you up after hearing the announcement.
#6 Updated by Spyhawk over 1 year ago
- Category changed from Mod generic to Mod CGAME
- Status changed from New to In Progress
- Priority changed from Low to Normal
- % Done changed from 0 to 10
See Weapon_Engineer(). Constructible are handled in TryConstructing().Current priority is:
- Constructible (a)
- Fixed MG42 (b)
- Landmine (c)
- Satchel (c)
- Dynamite (c)
The way the code works isn’t the most flexible, so we’re basically constrained to swap order between the 3 groups (a, b, c) and the order in (c) is easy to change.
Edit: seems there is no particular order between Landmine/Satchel/Dyna, trace seems to work as expected here. The issue is only between the 3 groups, especially constructible (a) vs other (b, c).