acemod / ACE3

Open-source realism mod for Arma 3
https://ace3.acemod.org
Other
1.01k stars 737 forks source link

Arsenal not correctly detecting if Scopes Support NVGs #9253

Closed Amateur-God closed 1 year ago

Amateur-God commented 1 year ago

Mods (complete and add to the following information):

Description: as discussed with "BaerMitUmlaut" in Discord Message linked, the Script that is supposed to detect whether or not a scope supports NVGs isn't working properly,

I have a Scope with the following class config

class BNB_FA_UK_ELCAN: ItemCore
    {
        scope = 2;
        author = "www.3commandobrigade.com modified by Carmichael (Amateur-god)";
        DLC = "2BNB Factions";
        displayName = "2BNB Elcan LDS (without Reflex)";
        picture = "\UK3CB_BAF_Weapons\addons\UK3CB_BAF_Weapons_Accessories\data\gear_acco_specterlds_ca.paa";
        model = "UK3CB_BAF_Weapons\addons\UK3CB_BAF_Weapons_Accessories\uk3cb_elcan.p3d";
        descriptionShort = "Lightweight Day Sight, 2x 32mm<br/>Used on: L85<br/>by www.3commandobrigade.com adjusted by carmichael to be 2x and support NVGs for 2BNB";
        weaponinfotype = "RscWeaponZeroing";
        class Library
        {
            libtextdesc = "SpecterOS 2x combat sight by Raytheon ELCAN is a lightweight optical day sight (LDS) designed for L85's.";
        };
        class ItemInfo: InventoryOpticsItem_Base_F
        {
            mass = 4;
            optics = 1;
            modelOptics = "UK3CB_BAF_Weapons\addons\UK3CB_BAF_Weapons_Accessories\uk3cb_elcan_optic.p3d";
            class OpticsModes
            {
                class BNB_FA_UK_LDS
                {
                    opticsID = 1;
                    useModelOptics = 1;
                    opticsPPEffects[] = {"OpticsCHAbera5","OpticsBlur5"};
                    opticsZoomMin = 0.125;
                    opticsZoomInit = 0.125;
                    opticsZoomMax = 0.125;
                    discreteDistance[] = {300};
                    discreteDistanceInitIndex = 0;
                    distanceZoomMin = 300;
                    distanceZoomMax = 300;
                    memoryPointCamera = "eye";
                    visionMode[] = {};
                    opticsFlare = 1;
                    opticsDisablePeripherialVision = 1;
                    cameraDir = "";
                };
            };
        };
    };

However, as can be seen here image

it shows as not having NVG support from what i can tell from the script its suppose to detect the contents of visionMode[] = {}; and set the text to primary supported if there's no content between the {}

LinkIsGrim commented 1 year ago

Bug is here.

rautamiekka commented 1 year ago

And not only that, but most sniper scopes and many non-sniper optics arbitrarily don't support NVG/TI although there's no reason they wouldn't. Not sure I'd even call it game balance either.

LinkIsGrim commented 1 year ago

That sounds like a lot of config changes and maintenance hell.

And there are reasons why optics wouldn't support NV/TI, mostly to do with light reception through the optic into the goggles and eye relief.

rautamiekka commented 1 year ago

That sounds like a lot of config changes and maintenance hell.

Yeah, shoulda been done since the start, so not now.

And there are reasons why optics wouldn't support NV/TI, mostly to do with light reception through the optic into the goggles and eye relief.

Surely those are the exception, though ? I dunno if the game (or the file formats) is even able to account for those, either, but if it can it's up to the Players to decide what to use.

Amateur-God commented 2 months ago

@LinkIsGrim can you lock this thread since it's resolved, this is like the 2nd bot to post a link to malware on the thread as a "fix for the issue"