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Earplugs break if combat deafness is disabled #4912

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rebelvg opened this issue Feb 16, 2017 · 2 comments
Closed

Earplugs break if combat deafness is disabled #4912

rebelvg opened this issue Feb 16, 2017 · 2 comments
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@rebelvg
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rebelvg commented Feb 16, 2017

Arma 3 Version: 1.66 (stable)
CBA Version: 3.1.2 (stable)
ACE3 Version: 3.9.0 (stable)

Mods:

  • @CBA_A3
  • @ace

Description:

  • Earplugs break if combat deafness is disabled. Usually when the game starts variable ace_common_setHearingCapabilityMap contains ["ace_hearing",1], and then after putting earplugs in it changes to ["ace_hearing",0.5]. But if combat deafness is disabled array ace_common_setHearingCapabilityMap is empty at the start but as soon as you put your earplugs in it set's it to ["ace_hearing",1] and after removing them it resets it too ["ace_hearing",0.5] which produces reverse effect. Possible solution is probably just block the use of the earplugs action if deafness is disabled.

Steps to reproduce:

  • Set earplugs in.

Where did the issue occur?

  • Dedicated / Self-Hosted Multiplayer / Singleplayer / Editor (Singleplayer) / Editor (Multiplayer) / Virtual Arsenal

Placed Modules:

  • Hearing module with combat deafness disabled.

RPT log file:

  • N/A.
@PabstMirror
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@rebelvg - Thanks for the excellent bug report.

@rebelvg
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rebelvg commented Feb 16, 2017

@PabstMirror Glad to help!

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