Goggles - Add Contact DLC respirator self interactions#10925
Goggles - Add Contact DLC respirator self interactions#10925JetfireBlack wants to merge 52 commits intoacemod:masterfrom
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Sorted so HEMTT's OCD doesn't yell at me, feel free to shift around if need be.
They should now be more similar
They should now be more similar
Makes it slightly clearer
Makes it slightly clearer
Feel free to delete if inappropriate.
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Feel free to change stuff or let me know if it needs changing. |
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IMO if these functions remain as public API, they should take a unit as a parameter rather than always using ACE_player. |
Co-authored-by: Dart <59131299+DartRuffian@users.noreply.github.com>
Co-authored-by: Dart <59131299+DartRuffian@users.noreply.github.com>
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Hopefully everything mentioned should be in order now. |
Mike-MF
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As per this: https://ace3.acemod.org/wiki/development/coding-guidelines#52-indents
All tabs should be switched to spaces.
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Alright, let me get on that. |
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All tabs should now be spaces, I'd also like to ask if the current formatting of the equipment array in |
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I'd change it, just indent all the classnames once. |
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Done, I think it should now comply with the coding guidelines unless I missed something. Also, is using |
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I'm not a fan of all the hardcoded stuff. I understand the base game requires such handling, but other mods can't benefit from this framework at all, as it's all closed off.
On a different note: My original solution to #3594 (comment) was to call With this PR, how do you see both of those systems interacting with each other? What should take priority - the arsenal or the interaction? What is the goal of this PR - is it to address your suggestion? If so, imo this is not the way forward. |
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One of the issues with just calling That being said, I am not opposed to re-writing it to support something more config based. |
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To also expand more on my goal with this PR; the code was something I originally made to just address Arma not reliably connecting/disconnecting the respirators and backpacks, this has now morphed into also wanting to have something more usable by other mods. I also checked out the wardrobe PR and, while it doesn't look like it currently supports the way the Contact respirators work, I could see the functionality of this PR being added to the wardrobe addon if that goes forwards. |
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i like the idea of this alot and im happy to help/find a way to make this work with the wardrobe addon once thats finally merged. I have never worked with the cbrn hoses and stuff, so idk how they work but a "add filter" or "connect hoses" when a set of matching items are detected shouldnt be too difficult. |
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The Contact CBRN stuff works based on textures for the backpacks and hiddenSelections in the config for the masks. You can sometimes notice the hose shadow even when that's hidden for example. Another quirk complicating matters is that the APRs and the facepiece have different hose textures on different selections for each the CUR and SCBA. The mask itself would be easy enough to implement since you already have the framework to just link to the _nofilter variant of it, it's mainly the hoses that are tricky since they are all based on backpack textures with different selections for different masks. |
When merged this pull request will:
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