Description
When you shoot an (tracked) object with explosions, the onObjectShot function is called for all the spawned players.
Reproducible
Always
What you think caused the bug
Explosion tracking was fixed in the QoL updates, it possibly exists ever since.Quote from AdTec_224 on December 24th, 2020, 09:01 PM Video
Used this code on a blank server:
Code: [Select]
https://youtu.be/fKW00ujKLSY
Edit: Looks like a report already existed for this too (https://forum.vc-mp.org/?topic=8436.0) :facepalm:
When you shoot an (tracked) object with explosions, the onObjectShot function is called for all the spawned players.
Reproducible
Always
What you think caused the bug
Explosion tracking was fixed in the QoL updates, it possibly exists ever since.
- Fixed an issue where onObjectShot was not being called for explosions
Used this code on a blank server:
local Tree = CreateObject( 444, 1, Vector( -337.578, -519.728, 11.9022), 255 );
Tree.TrackingShots = true;
function onObjectShot( object, player, weapon )
{
if(object.ID == Tree.ID)
Message("[#7A7A7A]Shot by: [#C0C0C0]" + player.Name);
}
https://youtu.be/fKW00ujKLSY
Edit: Looks like a report already existed for this too (https://forum.vc-mp.org/?topic=8436.0) :facepalm: