Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Hearing - Add Electronic Hearing Protection #10476

Merged
merged 25 commits into from
Dec 18, 2024
Merged

Hearing - Add Electronic Hearing Protection #10476

merged 25 commits into from
Dec 18, 2024

Conversation

BaerMitUmlaut
Copy link
Member

When merged this pull request will:

  • Add electronic hearing protection, which mutes sounds only when weapons are fired or ammo or vehicles explode
  • Switch to playSoundUI for ear ringing to not mute it when EHP takes effect
  • Add hearing damage from exploding vehicles (stood out during testing)

Noise reduction amount and duration were measured from this video: https://www.youtube.com/watch?v=4A30yaoj5Yo
Could be extended with a custom model, but looks odd when attached to head (see BI Feedback Tracker).
Would like to add a put on / take off sound later, but not a priority.

@BaerMitUmlaut BaerMitUmlaut added the kind/feature Release Notes: **ADDED:** label Nov 3, 2024
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
@johnb432 johnb432 self-requested a review December 11, 2024 09:03
@LinkIsGrim LinkIsGrim added this to the 3.18.2 milestone Dec 13, 2024
@LinkIsGrim LinkIsGrim self-assigned this Dec 14, 2024
@LinkIsGrim LinkIsGrim removed their assignment Dec 14, 2024
Copy link
Contributor

@johnb432 johnb432 left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Having some sort of arsenal stat would be helpful (I imagine a simple text based "yes/no" for EHP would be sufficient, but maybe one might want to combine it with the existing hearing protection bar).

addons/fieldmanual/CfgHints.hpp Outdated Show resolved Hide resolved
addons/fieldmanual/CfgHints.hpp Show resolved Hide resolved

// Unequip electronic hearing protection when gear has one built in
if (_hasEHPOn && _hasBuiltInEHP) then {
[ACE_player, false] call FUNC(removeEHP);
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

If a unit's inventory is full and currently has EHP (from inventory item) equipped, then proceeds to equip a helmet with EHP built in, it won't remove the EHP. Do we care about that?

Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I don't

@LinkIsGrim
Copy link
Contributor

LinkIsGrim commented Dec 16, 2024

image

Stat preview, also fixed headgear not showing earpro stats, now requires #10559

@LinkIsGrim LinkIsGrim merged commit fe545d4 into master Dec 18, 2024
3 checks passed
@LinkIsGrim LinkIsGrim deleted the ehp branch December 18, 2024 17:21
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
kind/feature Release Notes: **ADDED:**
Projects
None yet
Development

Successfully merging this pull request may close these issues.

3 participants