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Scripted 2D optics component #1105
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Reminder to squash. |
Co-Authored-By: commy2 <commy-2@gmx.de>
Release of this would require acemod/ACE3#6921 (ACE Update), or it will go wrong in the ACE Arsenal. |
As mentioned on the BWMod gitlab, unscoping currently resets magnification to the minimum. With the current state of the CBA weapon handling framework, this has to be triggered on every shot. Is there a way to prevent the magnification resetting, potentially extending to the vanilla Rangefinder and Laser Designators? |
That is just what happens in the base game when you unscope, right? I don't think that can be changed, as there is no command to set the current magnification by script. |
Engine based optics mode is saved for Maybe GUI optics controls may be binded to same key as optics zoom (default: Num+/Num-) and it will control GUI and engine part same time? It will require optics attachement handler to reset scripted state when optics detached and replaced with new one. |
I don't understand how that is supposed to work. I have my doubts this can be achieved, but feel free to fork this branch and open a pull request... |
…m/CBA_A3 into scripted_optics_component
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_script ctrlAddEventHandler ["Draw", { | ||
params ["_script"]; | ||
private _counter = ctrlParent _script getVariable "commy_fpsCounter"; |
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looks like forgotten debug
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Not debug, but doesn't belong.
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When merged this pull request will:
ports the BWA3 scripted 2d optics "framework" (turns it into one) to CBA
animated 2d scopes (recoil, zooming etc.)
iluminated reticles during the night
shows current magnification as ui element in the weapon info box
toggle setting between PIP background and darkened background
close Feature request: 2D scopes framework #1102
docs
example configs
function headers, variable tags
the settings
support for multiple weapons with carry handle optics
move some compatiblity stuff to ACE (arsenal, create events in events)
only init pip camera after setting enables system once
# Documentation #