| View Issue Details [ Jump to Notes ] | [ Issue History ] [ Print ] | ||||||||
| ID | Project | Category | View Status | Date Submitted | Last Update | ||||
|---|---|---|---|---|---|---|---|---|---|
| 0006176 | Spring engine | Lua | public | 2019-03-19 03:51 | 2019-03-19 21:46 | ||||
| Reporter | Google_Frog | ||||||||
| Assigned To | Kloot | ||||||||
| Priority | low | Severity | feature | Reproducibility | N/A | ||||
| Status | resolved | Resolution | fixed | ||||||
| Product Version | 104.0 +git | ||||||||
| Target Version | Fixed in Version | 104.0 +git | |||||||
| Summary | 0006176: Feature: A way to not watch unit shrapnel | ||||||||
| Description | Unit shrapnel (the projectiles that are commonly created in scripts when a unit dies) seem to always call ProjectileCreated and ProjectileDestroyed. These callins report it has weaponID -1, which I think might mean "no ID". In any case, Script.SetWatchWeapon(-1, false) has no effect on whether ProjectileCreated and ProjectileDestroyed are called. I don't need these callins at the moment and a lot of them can occur when many units die. I tested with 104.0.1-1105-gad33cc1 maintenance. | ||||||||
| Tags | No tags attached. | ||||||||
| Checked infolog.txt for Errors | Irrelevant | ||||||||
| Attached Files |
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Notes |
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Kloot (developer) 2019-03-19 21:46 |
Script.SetWatchProjectile(-1, false) will do this in 1125-g11f40a8+ |
Issue History |
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| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2019-03-19 03:51 | Google_Frog | New Issue | |
| 2019-03-19 12:35 | Kloot | Assigned To | => Kloot |
| 2019-03-19 12:35 | Kloot | Status | new => assigned |
| 2019-03-19 21:46 | Kloot | Status | assigned => resolved |
| 2019-03-19 21:46 | Kloot | Resolution | open => fixed |
| 2019-03-19 21:46 | Kloot | Fixed in Version | => 104.0 +git |
| 2019-03-19 21:46 | Kloot | Note Added: 0019881 | |


