Explosives - Taking bounding box into consideration when attaching#11335
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deBearN wants to merge 6 commits intoacemod:masterfrom
Open
Explosives - Taking bounding box into consideration when attaching#11335deBearN wants to merge 6 commits intoacemod:masterfrom
deBearN wants to merge 6 commits intoacemod:masterfrom
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DartRuffian
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Apr 3, 2026
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DartRuffian
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Formatting, make variables private
Co-authored-by: Dart <[email protected]>
Co-authored-by: Dart <[email protected]>
Co-authored-by: Dart <[email protected]>
PabstMirror
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Apr 3, 2026
PabstMirror
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Apr 3, 2026
Co-authored-by: PabstMirror <[email protected]>
Co-authored-by: PabstMirror <[email protected]>
johnb432
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Apr 4, 2026
Comment on lines
+212
to
+214
| if (_normal isEqualTo [0,0,0]) then { | ||
| _normal = surfaceNormal _posASL; | ||
| }; |
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What's this part of the code supposed to catch?
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Here? probably nothing, i got some of my code from one of my scripts that had vectors in them, so it was probably left-over from something, in case the object bottom was pointing at the sky resets it
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Previously objects would clip into the object it was being place in:

Now using their bounding box i move them so they stay right on the limit as if they were properly attached:

Seems to work with most modded explosives (i didn't find one it didn't work with).
The "problem" with the fix is having to re-calculate the
_basePosASLwhen you can place it, because i need the Object from _expSetupVehicle to get the bounding box, feel free to give me directions on how to improve it.also double check if i did this correctly because my fork path is ACE3>>MyUnitFork>>MyFork, so i had to create a branch, do a hard reset to upstream(ACE3) and then commit and publish, want to make sure it's all good.