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Filter parachute/ejection seat kill events and fix dead parachute tracking#49

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fix/parachute-kill-events-and-dead-tracking
Open

Filter parachute/ejection seat kill events and fix dead parachute tracking#49
fank wants to merge 1 commit intomainfrom
fix/parachute-kill-events-and-dead-tracking

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@fank fank commented Feb 13, 2026

Summary

  • Skip parachute/ejection seat vehicles in EntityKilled handler to eliminate noisy events like "Ejection Seat destroyed by Ejection Seat" and "Steerable Parachute destroyed by Shah"
  • Expand parachute exclusion in capture loop to also stop tracking dead parachutes (alive=0) regardless of crew state — previously only empty parachutes were excluded, leaving dead-but-occupied parachutes as persistent gray icons

Test plan

  • Start mission with aircraft, eject pilots — verify no ejection seat/parachute kill events in recording
  • Destroy aircraft near parachutes (splash damage) — verify dead parachutes disappear from playback within one frame
  • Normal gameplay kill events still recorded correctly

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Summary of Changes

Hello @fank, I'm Gemini Code Assist1! I'm currently reviewing this pull request and will post my feedback shortly. In the meantime, here's a summary to help you and other reviewers quickly get up to speed!

This pull request refines the recording system by eliminating unnecessary "kill" events generated by parachutes and ejection seats, and by improving the tracking of parachutes to ensure dead ones are no longer displayed. These changes enhance the clarity and accuracy of recorded gameplay data by reducing noise and correctly reflecting the state of game entities.

Highlights

  • Filter noisy kill events: Implemented logic to skip parachute and ejection seat vehicles in the EntityKilled handler, preventing irrelevant events like "Ejection Seat destroyed by Ejection Seat" from being recorded.
  • Improve dead parachute tracking: Expanded the parachute exclusion in the capture loop to stop tracking dead parachutes (alive=0), ensuring they disappear from playback regardless of crew state, addressing cases where dead-but-occupied parachutes remained as persistent icons.
Changelog
  • addons/recorder/fnc_captureLoop.sqf
    • Modified the condition for stopping parachute/ejection seat tracking to include instances where the vehicle is not alive in addition to being empty.
  • addons/recorder/fnc_eh_killed.sqf
    • Added an early exit condition to prevent processing kill events for victims identified as "parachute" vehicles.
Activity
  • No human activity has been recorded on this pull request yet.
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Code Review

This pull request aims to filter out kill events from parachutes/ejection seats and improve tracking of dead parachutes. The change in fnc_eh_killed.sqf correctly filters the kill events. However, the logic for tracking dead parachutes in fnc_captureLoop.sqf contains a syntax error that will prevent it from working as intended. I've provided a suggestion to fix this critical issue.

…cking

Parachutes and ejection seats generated noisy kill events like
"Ejection Seat destroyed by Ejection Seat". Skip these in the
EntityKilled handler by checking vehicleClass.

Also expand parachute exclusion in capture loop to cover dead
parachutes (alive=0) that still have crew, not just empty ones.
@fank fank force-pushed the fix/parachute-kill-events-and-dead-tracking branch from 10b581e to 0956c12 Compare February 13, 2026 11:11
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