Bringing attention to this issue again, since the relevant code is being looked at and modified.
It'd be nice if this was sorted out along with the support for the new onlyontarget feature that got added, to have everything working as expected and allowing better choosing of how to handle it, like sending an entity that should be ignored (because the attack came from a standard attack and said target was already hit), and from where to propagate the area hit, which could be the same entity or not.
Like, you could even just make use of the validfn function that can be sent to make it so DoAreaAttack calls from DoAttack when landing a hit, send the attacker entity itself as the target so the attack originates from them, but also send a function to ensure the current combat target, who already got hit, doesn't get hit by the area hit too.
See linked report.
-
2
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now