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Invisible Targets #1012

Merged
merged 5 commits into from
Nov 12, 2018
Merged

Invisible Targets #1012

merged 5 commits into from
Nov 12, 2018

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Tinter
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@Tinter Tinter commented Oct 19, 2018

When merged this pull request will:

If anything needs to be changed to comply with the CBA standards, just let me know and I'll be happy to change it.

@commy2
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commy2 commented Oct 19, 2018

Did a simple class Turrets {}; not work?

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commy2 commented Oct 19, 2018

Nope, that breaks it. But class HitPoints {}; works.

Pls merge Tinter#1

I noticed that the center of the target has to be outside the VIEW GEO LOD of the object the target is placed on. This sucks, because that means that you can only make things a target from one direction. Sideways the AI would miss. Pretty finicky, but better than nothing. Still no idea on how to fix the nametag, but at least the icon is pretty and totally not stolen from Google.

move to ai component, icon, formatting
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commy2 commented Oct 21, 2018

Team wants this in ACE instead, because out of scope for CBA.

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Tinter commented Oct 22, 2018

Should we discuss it here or not?

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commy2 commented Oct 22, 2018

Sure.

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Tinter commented Oct 22, 2018

Well without knowing the arguments, I'd say that this seems more like a tool than a feature or gameplay modification. I can't say the scope of CBA is particularly well-defined, as in "if your request has these three things, it fits CBA". I tried looking into it and all I could find mostly seemed to point to the scope including things that are useful for mod makers and mission makers, generally and not specifically. I would associate ACE more with gameplay overhaul and extra features that are meant to influence gameplay directly.
I think this feature certainly fits the role of tool more than a gameplay feature. Someone installing ACE would see their game affected directly, while CBA doesn't do anything by itself, just like loading this feature as a standalone mod.

By putting this in ACE rather than CBA, anything using this feature would have a dependency on ACE rather than CBA, which doesn't make much sense since it doesn't have much to do with ACE in itself.
It'd probably also find more use in CBA since some people might not want to use ACE. Having a mission relying on ACE for the invisible targets would also force the medical system and different hud onto the mission.

I will concede that I haven't seen any features of CBA using new models, so I guess it fits under some interpretation of 'content'.

Is there anywhere I can see why the team would like it in ACE instead of CBA?

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Tinter commented Nov 2, 2018

Bump?

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¯\_(ツ)_/¯

@commy2 commy2 added the Feature label Nov 9, 2018
@commy2 commy2 added this to the 3.9.1 milestone Nov 9, 2018
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jonpas commented Nov 9, 2018

That is correct, not fitting simply because it's really content. But we took another discussion and I guess decided it fits just as well as something else we have (I forgot what). :)

@commy2 commy2 merged commit adb3870 into CBATeam:master Nov 12, 2018
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Feature request: Modified invisible targets
3 participants