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Issue X2CommunityCore#1406 - Add new event trigger after Mission Intr…
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…o kismet has completed
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furudee committed Dec 3, 2024
1 parent 3f2f9b2 commit a6e6838
Showing 1 changed file with 20 additions and 1 deletion.
Original file line number Diff line number Diff line change
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// kick off the mission intro kismet, and wait for it to complete all latent actions
WorldInfo.TriggerGlobalEventClass(class'SeqEvent_OnTacticalMissionStartBlocking', WorldInfo);


while (WaitingForVisualizer())
{
sleep(0.0);
}

// Start Issue #1406
/// HL-Docs: feature:PostMissionIntroKismet; issue:1406; tags:tactical
/// This event triggers after mission intro kismet has been completed.
/// For example, a mission such as Supply Extraction spawns their objective crates
/// when `'SeqEvent_OnTacticalMissionStartBlocking'` has been triggered,
/// which happens after `'OnBeginTacticalPlay'` event has already been triggered.
/// As such, you don't have a handle for anything the mission kismet causes before your first XCOM turn.
/// This event can be considered a later alternative to `'OnBeginTacticalPlay'` event.
///
/// ```unrealscript
/// EventID: PostMissionIntroKismet
/// ```
`XEVENTMGR.TriggerEvent('PostMissionIntroKismet',,,);
// End Issue #1406

// set up start of match special conditions, including squad concealment
ApplyStartOfMatchConditions();

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sleep(0.0);
}

// Start Issue #1406
/// HL-Docs: ref:PostMissionIntroKismet
`XEVENTMGR.TriggerEvent('PostMissionIntroKismet',,,);
// End Issue #1406

// kick off the gameplay start kismet, do not wait for it to complete latent actions
WorldInfo.TriggerGlobalEventClass(class'SeqEvent_OnTacticalMissionStartNonBlocking', WorldInfo);

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