WMO - Add Walkable Moving Objects - #11462
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Port of Bloodwyn's Arma-3-WMO, letting units stand and walk on moving vehicles without sliding off. Walkability is config driven via ace_wmo_walkable rather than the original's runtime classname arrays, with an isKindOf fallback list for engine classes that have no config entry. Rope segments are excluded there, which fixes units falling instead of catching an ACE fast rope (Bloodwyn/Arma-3-WMO#5). The frame handler is removed when the setting is off, the anchor probe is skipped while on terrain, and detaching uses waitUntilAndExecute instead of spawning a script per frame.
The unit's world velocity is the vehicle's while standing on it, so a stationary unit on a moving truck or deck was counted as sprinting.
The helper is a single 8x8m quad in a Roadway LOD plus two empty LODs, so it is described entirely by its geometry. Generating it from tools/make_wmo_roadway.py gives the asset a provenance instead of shipping an opaque binary.
Contributor
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Enhanced Movement Rework is very good, just related. |
Member
Author
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EMR handles moving objects? Neat. |
Contributor
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Does this include trees? One of my biggest gripes with WMO and why I don't use it is that you can accidentally just walk up knocked over trees and bushes |
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Port of Bloodwyn's Arma-3-WMO, letting units stand and walk on moving vehicles without sliding off.
Walkability is config driven via ace_wmo_walkable rather than the original's runtime classname arrays, with an isKindOf fallback list for engine classes that have no config entry. Rope segments are excluded there, which fixes units falling instead of catching an ACE fast rope (Bloodwyn/Arma-3-WMO#5).
The frame handler is removed when the setting is off, the anchor probe is skipped while on terrain, and detaching uses waitUntilAndExecute instead of spawning a script per frame.
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