most player still can raid while wipe protection is active using explosive ammo.. can you update it
Player still can raid using explosive ammo
That's a known issue I have been trying to figure out for a while now.
Try replacing the if(hitinfo?.WeaponPrefab?.ShortPrefabName == "rocket_fire" ... line 115 till {
statement with this one:
if (
hitinfo?.WeaponPrefab?.ShortPrefabName == "rocket_fire"
|| hitinfo?.WeaponPrefab?.ShortPrefabName == "rocket_fire"
|| hitinfo?.WeaponPrefab?.ShortPrefabName == "rocket_hv"
|| hitinfo?.WeaponPrefab?.ShortPrefabName == "rocket_basic"
|| hitinfo?.WeaponPrefab?.ShortPrefabName == "explosive.timed.deployed"
|| hitinfo?.WeaponPrefab?.ShortPrefabName == "survey_charge.deployed"
|| hitinfo?.WeaponPrefab?.ShortPrefabName == "explosive.satchel.deployed"
|| hitinfo?.WeaponPrefab?.ShortPrefabName == "grenade.beancan.deployed"
|| hitinfo?.WeaponPrefab?.ShortPrefabName == "grenade.f1.deployed"
|| hitinfo?.WeaponPrefab?.ShortPrefabName == "40mm_grenade_he"
|| hitinfo?.WeaponPrefab?.ShortPrefabName == "ammo.rifle"
|| hitinfo?.WeaponPrefab?.ShortPrefabName == "ammo.rifle.explosive"
)
{
Hope this works, I just updated it on my end and waiting for feedback
TheDocTry replacing the if(hitinfo?.WeaponPrefab?.ShortPrefabName == "rocket_fire" ... line 115 till {
statement with this one:
if (
hitinfo?.WeaponPrefab?.ShortPrefabName == "rocket_fire"
|| hitinfo?.WeaponPrefab?.ShortPrefabName == "rocket_fire"
|| hitinfo?.WeaponPrefab?.ShortPrefabName == "rocket_hv"
|| hitinfo?.WeaponPrefab?.ShortPrefabName == "rocket_basic"
|| hitinfo?.WeaponPrefab?.ShortPrefabName == "explosive.timed.deployed"
|| hitinfo?.WeaponPrefab?.ShortPrefabName == "survey_charge.deployed"
|| hitinfo?.WeaponPrefab?.ShortPrefabName == "explosive.satchel.deployed"
|| hitinfo?.WeaponPrefab?.ShortPrefabName == "grenade.beancan.deployed"
|| hitinfo?.WeaponPrefab?.ShortPrefabName == "grenade.f1.deployed"
|| hitinfo?.WeaponPrefab?.ShortPrefabName == "40mm_grenade_he"
|| hitinfo?.WeaponPrefab?.ShortPrefabName == "ammo.rifle"
|| hitinfo?.WeaponPrefab?.ShortPrefabName == "ammo.rifle.explosive"
)
{
Hope this works, I just updated it on my end and waiting for feedback
Was there any feedback on if any of this worked? Wondering because if possible, we may be able to use modifications such as naming the fireball entities to block the fire damage as well