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Co-authored-by: PabstMirror <pabstmirror@gmail.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
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IMO a bit confusing to have a "smoke" addon that does not change the particles, though I can't think of a better name right now. |
Should it go in the goggles addon where eyewear is already providing protection from other things? |
rautamiekka
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- Inconsistent
*_protectionspellings.
I agree that smoke is maybe not the best, but I also couldn't think of anything else that'd be better I don't think this should go in goggles, just because while they are related to face wear, that's about it. There is no overlap in config, settings, or functionality. |
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Solved |
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isInSmoke cost varies based on nearby objects I think it would be better to run this at a reduced interval instead of everyframe |
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
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Reduced to 5 times per second Fixed the issue with false positives in tight spaces. Added back to vehicles, but not tanks, since they'd presumably have a proper filter, while most other vehicles might not? Could add more config onto that (but I don't want to make more config variables, especially just for this), or also exclude APC? |
Armoured vehicles started being NBC resistent in the 1950s and 60s, so I would by default exclude all closed vehicles regardless of type. If you don't want to add another config var, could you use the sound attentuation of the vehicle? I think
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This doesn't work for vehicle that have seat both inside and out though, and I'm not sure if there is a config way to check that. Like the HEMTT transport, where the crew in the cab should be fine, but the people in the back definitely aren't |
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Ok, so this checks
This seems to be good in most cases, and for the niche ones, either the mod or ace compats can explicitly set if the seat is exposed to smoke or not |
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
When merged this pull request will:
blockAIVisibilityhemtt launchfor ADTConsiderations:
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