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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.
Arma 3 Version:
1.66
(stable)CBA Version:
3.1.2
(stable)ACE3 Version:
3.9.0
(stable)Mods:
@CBA_A3
@ace
Description:
Steps to reproduce:
Where did the issue occur?
Placed Modules:
RPT log file:
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