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Inventory Framework #1302

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BrettMayson opened this issue Mar 6, 2020 · 3 comments · Fixed by #1303
Closed

Inventory Framework #1302

BrettMayson opened this issue Mar 6, 2020 · 3 comments · Fixed by #1303
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@BrettMayson
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BrettMayson commented Mar 6, 2020

Is your feature request related to a problem?
Some helmets have googles, and some helmets have the exact same helmet without googles. There is no way to wear the googles.

Solution you'd like:
Similar to optics, add a standard config property to specify what the other model is and what googles to provide. Have a unbound keybind that switches between the two. ACE self interact would also be a nice way via the equipment category.

Alternatives you've considered:
Custom scripting, I worked on a mod that did this when ACE was enabled, It would be a huge pain to add support to all the helmets you wanted manually via a mod.

Additional context:
This is a pretty trivial thing to implement in CBA, and pretty trivial for mods to adopt.

also do other inventory things too

@bux
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bux commented Mar 6, 2020

Like it. Have done the same for my community.

@commy2
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commy2 commented Mar 6, 2020

Bloat and too specific.

@10Dozen
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10Dozen commented Mar 6, 2020

I vote for inventory framework instead! :D
Helmet switching will be a small part of it then, but we can also switch everything else (hedger, masks, attaches mount variants, etc.).

@BrettMayson BrettMayson changed the title Helmet Framework Inventory Framework Mar 7, 2020
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4 participants