Looking through the flhookSDK, I noticed in the FLCoreCommon.h file, there’s a class called FuseIgnitionList, but it was never defined… judging from the name, it could possibly be used to store the lit fuses which would be useful for us to unburn them so they can be relit. Unfortunately, since the class was never created, I don’t know what kind of information it stores nor how to access it.
DS1813
Posts
-
-
But the question then is how do you load the fuse using the Fuse or FuseAction class?
I know it’s possible within the engine, as you can get your ship to burn, use a nanobot, then get it to burn again (I tested it yesterday just to be sure) So the engine supports burning, unburning, and reburning. Now we just have to get a handle on the Fuse object…
The only constructors for the Fuse take (ID_String &, float) or (Fuse) so only the first one is actually useful to us, just gotta figure out how the ID_String can reference the ship/fuse/whatever else it could be, and what the float means -
The problem with the fuses is that you have to unburn them in order to use them again, but so far I’m not seeing a way to get a reference to the exact fuse you lit using the LightFuse command. If there’s some way to get the Fuse object back, then I believe it’d be a simple matter of calling the Fuse::Unburn function.
Any thoughts on how to get that reference?
New idea for hook FX
New idea for hook FX
New idea for hook FX