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Overheating - Fix issues from release #8617
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- move heatCoef to a more sensible place - require mission restart for heatCoef setting change (it gets cached per ammo type)
- add exit to ammo temp loop if cookoffCoef is changed to 0 mid-mission, this prevents an issue where all weapon cookoff regardless of temp, because required temp gets multiplied by cookoffCoef which has been set to 0.
- add type of jam to ace_weaponJammed local event - fix acemod#8637
Co-authored-by: TyroneMF <TyroneMF@hotmail.com>
ACE3/addons/overheating/XEH_postInit.sqf Lines 47 to 49 in 086ba5d
This could be changed to use |
Co-authored-by: GhostIsSpooky <69561145+Salluci@users.noreply.github.com>
…rrel mass values - cache closed bolt value by moving config look up to ace_overheating_fnc_getWeaponData - cache barrel mass value by moving calculation from ace_overheating_fnc_getBarrelMass to ace_overheating_fnc_getWeaponData - deprecate ace_overheating_fnc_getBarrelMass to be a wrapper for ace_overheating_fnc_getWeaponData that only returns barrel mass
My workaround for #8657 will check if they are surrendering or captive and not show the interaction. I don't think this truly solves the issue though as other things added to the hand selection in the future will be able to overlap. |
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
I've had a request from @10Dozen to add a keybind to unload the magazine. Use case is that's faster to hit a key than it is to open the inventory and drag the mag from weapon to container. He'd like it in ace_common so that it can still be used even when overheating isn't loaded, for example if a group has a "no loaded weapon in base" rule and they come back from a patrol. I've written a function for it, but one thing I want to include is the possibilty for a custom unload animation If this keybind goes into ace_common though, I'm not sure where to document these config entries. Thoughts? |
IMHO it could be added later to another PR if it's going to be in common |
I think I'm done for this PR. |
Why not just clear the cache whenever the setting is changed? This seems like the kind of value people would want to tweak progressively without having to restart the mission. |
Oh it looks like Pabst already took care of it, thank you! |
Co-authored-by: jonpas <jonpas33@gmail.com>
* move overheating cookoff into separate function * move heatCoef and require mission restart for setting change - move heatCoef to a more sensible place - require mission restart for heatCoef setting change (it gets cached per ammo type) * add exit to ammo temp loop if cookoffCoef is changed to 0 mid-mission - add exit to ammo temp loop if cookoffCoef is changed to 0 mid-mission, this prevents an issue where all weapon cookoff regardless of temp, because required temp gets multiplied by cookoffCoef which has been set to 0. * file end new line * update header for ace_overheating_fnc_cookoffWeapon * use ambientTemperature as floor for weapon and ammo temp * add coolingCoef setting * improve feature documentation * add fnc_cookoffWeapon to XEH_PREP * add type of jam to ace_weaponJammed local event - add type of jam to ace_weaponJammed local event - fix acemod#8637 * fix misspelling Co-authored-by: TyroneMF <TyroneMF@hotmail.com> * clear all weapon heat on death * Update addons/overheating/functions/fnc_updateTemperature.sqf Co-authored-by: GhostIsSpooky <69561145+Salluci@users.noreply.github.com> * deprecate ace_overheating_fnc_getBarrelMass, cache weapon bolt and barrel mass values - cache closed bolt value by moving config look up to ace_overheating_fnc_getWeaponData - cache barrel mass value by moving calculation from ace_overheating_fnc_getBarrelMass to ace_overheating_fnc_getWeaponData - deprecate ace_overheating_fnc_getBarrelMass to be a wrapper for ace_overheating_fnc_getWeaponData that only returns barrel mass * add public functions to get and set weapon and ammo temperature * add `canCoolWeaponWithItem` function, workaround for acemod#8657 * Apply suggestions from code review Co-authored-by: PabstMirror <pabstmirror@gmail.com> * add coef setting for addition heat from suppressor * Update fnc_overheat.sqf * improve fnc_canCoolWeaponWithItem * remove extra ( * Move canCoolWeaponWithItem action code to function * Use hashmaps and reset on settings change * Apply suggestions from code review Co-authored-by: jonpas <jonpas33@gmail.com> Co-authored-by: TyroneMF <TyroneMF@hotmail.com> Co-authored-by: GhostIsSpooky <69561145+Salluci@users.noreply.github.com> Co-authored-by: PabstMirror <pabstmirror@gmail.com> Co-authored-by: jonpas <jonpas33@gmail.com>
When merged this pull request will:
ace_overheating_fnc_canCoolWeaponWithItem
functionace_overheating_suppressorCoef
, to adjust how much additional heat goes into the weapon when a suppressor is equippedace_overheating_coolingCoef
, to adjust how quickly weapons coolace_overheating_cookoffCoef
is changed to 0 mid-mission, this prevents an issue where all weapons start to cookoff regardless of temp, because required temp gets multiplied byace_overheating_cookoffCoef
which has been set to 0ace_overheating_fnc_getAmmoTemperature
,ace_overheating_fnc_setAmmoTemperature
,ace_overheating_fnc_getWeaponTemperature
,ace_overheating_fnc_setWeaponTemperature
ace_weaponJammed
local event, close Overheating - Add jam type to ace_weaponJammed event #8637ace_overheating_fnc_getBarrelMass
to be a wrapper forace_overheating_fnc_getWeaponData
that only returns barrel mass, this is cached and therefore fasterace_overheating_heatCoef
check to a more sensible placeace_overheating_fnc_cookoffWeapon
ace_overheating_heatCoef
setting is changed (it gets cached per ammo type)