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I like the idea. Let me know if you need assistance. |
Can you make sure that when you get in on the left side of a Little Bird for example, you land on the left bench and not on the right one? |
I'm not sure how to go about doing that. The move-in stuff is still quite messy - I didn't want to have it just pop you in instantly, but the GetInXXX stuff doesn't seem to work. |
I feel like this could be something for ACE3 itself. |
@BaerMitUmlaut, I think that's currently not possible to do (at least reliably). I remember @PabstMirror saying something about not all vehicle positions having proper selections or something like that. Is that right Pabst? |
It's really not a simple problem to fix. See acemod/ACE3#273
I think doing We probably want an ace_setting to enable/disable, and possibly another setting to allow mixed teams to enter the same vic? |
reverse _objects; | ||
private _target = _objects param [0, objNull]; | ||
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if (!isNull _target && {{_target isKindOf _x} count ["Air","LandVehicle","Ship"] > 0}) then { |
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1- Should you check if the _target
is alive too?
2- I think you should add StaticMortar
to the list too
displayName = ACECSTRING(common,Enabled); | ||
description = CSTRING(KeybindDescription); | ||
isClientSettable = 0; | ||
force = 1; |
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Don't force it; it will prevent it being settable on the mission level.
description = CSTRING(KeybindDescription); | ||
isClientSettable = 0; | ||
force = 1; | ||
values[] = {"0m", "1m", "2m", "3m", "4m", "5m", "6m", "7m", "8m", "9m", "10m"}; |
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This line should be removed.
Is there any interest in having a double-tap the quick-mount key to eject? |
Isn't eject already bindable loke that in vanilla controls? |
Oh yeah, forgot about that |
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Hi @jameslkingsley what is the status on this?
private _hasAction = false; | ||
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{ | ||
private _unit = _target call compile format ["assigned%1 _this", _x]; |
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This seems slightly strange. Might there be a better way to do this?
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I'm not sure there is, unless it was just hard-coded and repeated.
We've been using this for quite some time now and haven't noticed any issues. If you think it fits ACE itself then I'm happy to port it to that instead. |
I would say it fits ACE3 itself. |
Should I add a check for the velocity of the target vehicle and limit it to stationary/slow moving vehicles? |
That sounds like a good check. No jumping on helicopter flying very slow. 😆 |
Will be moved to ACE3 as per discussions! |
What is the criteria that allows a mod/feature move from ACEX to ACE3? thx. |
Depends on the scope. ACE3 is generally anything that improves realism or very useful gameplay elements. ACEX is anything else that is still somewhat realistic and improves something. Vaguely said, we don't really have any set-in-stone guidelines for that, we usually decide per case basis. |
When merged this pull request will:
The idea of this module is to provide a fail-safe for when action menus fail to appear when you're trying to quickly mount a vehicle. An example is when you're running towards an extraction helicopter and you're unable to get in when in real life you know you should be able to.
It works by drawing a line from the players camera direction, projected X meters forward. It then picks the nearest vehicle from that list and moves on to the get-in code.
Demonstration: https://www.youtube.com/watch?v=3LWhYdG02xQ