acemod / ACE3

Open-source realism mod for Arma 3
https://ace3.acemod.org
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ACE3 items stop mine detector from working #879

Closed nsgundy closed 6 years ago

nsgundy commented 9 years ago

Since ACE3 items like ACE_fieldDressing are currently defined as mine detectors with a detection range of -1, they stop mine detectors that have been added to the inventory later on from working (they do not provide the sought after increase in detection range).

See BI ticket 23921 on how to reproduce. BI Forum post that this started with.

ACE3 Version: 3.0.0.1 at commit 28a8fbc

Mods:

ACE3 modules loaded:

Placed ACE3 Modules:

Description: the function used to figure out a unit's mine detection range, is currently stopping at the first "Mine Detector" item it can find and uses its detection range, rather than parsing through the whole inventory to find the item with the best detection range.

Steps to reproduce: In editor with VA map loaded, place a APERS Tripwire Mine (named "mine") 30m directly north of the player, player facing directly south, and once spawned in, running backwards (only holding down S). Run the following script to display the distance to the mine until detected:

[] spawn {
  while {!(mine mineDetectedBy side player)} do {
    hintSilent formatText ["%1",player distance mine];
  };
};

If, after spawning in I execute

removeAllItems player;
player addItem "MineDetector";
player addItem "ACE_fieldDressing";

and then walk backwards (just holding down S) towards the mine while watching the distance to the mine decrease (it will stop decreasing once it has been detected), I do get a detection range of 15m for both the Marksman and the Explosive Specialist.

If however I change the order and have the ACE item added first

removeAllItems player;
player addItem "ACE_fieldDressing";
player addItem "MineDetector";

both the Marksman and the Explosive Specialist will not detect the mine before stepping onto it.

Where did the issue occur? Editor

alganthe commented 9 years ago

please use this form

commy2 commented 9 years ago

Nice find. Well better than no VA or all items being mine detectors I guess.

I hope we can replace the vanilla mine detector with something scripted in future.

commy2 commented 9 years ago

Fucking mine detectors.

alganthe commented 9 years ago

Definitely an issue but you can't really do much about it.

nsgundy commented 9 years ago

Well, I see three courses of action:

alganthe commented 9 years ago

I guess we can make a cross on that one

Would be the best solution ATM

A potential short term fix, to be replaced by the second option.

nsgundy commented 9 years ago

Here is a link to a discussion on the AGM GitHub, pretty much discussing various ways of implementing a mine-detector replacement: https://github.com/KoffeinFlummi/AGM/issues/735

nsgundy commented 9 years ago

See BI ticket 23925 for a request to have a "Misc. Item" classification that works with Arsenal.

See BI ticket 23926 for a request to have the mine detector with the best detection range chosen instead of the first.

Hope this is in everyone's interest. Please up-vote.

nsgundy commented 9 years ago

Good news on BI ticket 23925, Mr. Moricky left this note:

We're currently planning an engine solution for misc item interaction. Until then, I'm afraid there is no temporary fix planned.

commy2 commented 9 years ago

:+1:

olanguedoc commented 8 years ago

any update on this? My EOD just exploded.

commy2 commented 8 years ago

Can't fix this. I'd link the Feauture request from the BI tracker, but ... yeah.

BrettMayson commented 6 years ago

This can be closed right? Since they now use CBA_MiscItem which is a bipod item.

jonpas commented 6 years ago

Fixed by #5502

@synixebrett thanks for noticing!

commy2 commented 6 years ago

Fucking mine detectors.

woke