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Visionmode EH issue with drone, selecting night vision. #1004
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Is this referring to the transition "White Hot to Black Hot"? Because that is the change I expected not to trigger the event instead of "Normal -> NVG". |
No, it's referring to normal -> NVG. White Hot -> Black Hot fires for drones. |
By "this", I meant the part where you said "thermal to thermal". I know that this PR is about "normal to nvg", but it is equally puzzling to me that the event triggers for one thermal mode to another. |
Sorry, yes, that was referring to "thermal to thermal". |
Strange indeed. Which drone did you try this on? Just so I can repro when I'm back at my desktop pc in roughly 9 hours. |
The darter and the jets DLC UAV, I've forgotten it's name. |
The player event handler framework is based on currentVisionMode player // 0
currentVisionMode driver cameraOn // 1 while in thermal mode: currentVisionMode player // 2
currentVisionMode driver cameraOn // 2 and in normal mode: currentVisionMode player // 0
currentVisionMode driver cameraOn // 0 I think it would make sense if CBA_fnc_currentUnit reported the UAV entity instead of the player when controlling a UAV. That is the equivalent to Zeus remote control, but apparently not picked up by reading the |
Debug script: "CBA_Debug" cutRsc ["RscTitleDisplayEmpty", "PLAIN", 0, true];
private _display = uiNamespace getVariable "RscTitleDisplayEmpty";
private _vignette = _display displayCtrl 1202;
_vignette ctrlShow false;
private _control = _display ctrlCreate ["RscText", -1];
private _width = safezoneH/5;
private _height = _width/5 * (safezoneW/safezoneH);;
private _left = 0.5 - _width/2;
private _top = 0.5 - _height/2;
_control ctrlSetPosition [_left, _top, _width, _height];
_control ctrlCommit 0;
commy_visionMode = [_control];
["visionMode", {
params ["_unit", "_mode"];
(commy_visionMode#0) ctrlSetText str _mode;
}, false] call CBA_fnc_addPlayerEventHandler; |
**When merged this pull request will:** - Changed hardcoded 0.5 NVG fog modifier for players in "air" type vehicle to CBA option (0.1 to 1.0 range). - Added CBA options for fog modifier (0.1 to 1.0 ranges) for tank crew, car crew, static weapons and when using NV-capable binoculars. - These fog modifiers are only applied when in gunner view of a NV-capable seat/turret, otherwise players still use their own NVGs. - NV-capable binoculars work from FFV seats with binocular modifier. - Fixed nvg overlay not applying when using FFV seats/ADS from FFV. - Added ADS blur when using non-NV capable static weapons, technical turrets with NV goggles. Known issues: - When coming out of binos, noticable flash at the corners of the screen before the NVG overlay is applied. Issue present in current ACE release. Wasn't able to resolve. - UAV cameras are affected by ACE_player's nightvision status. If ACE_player has nightvision on, the NVG effects are overlaid on the UAV camera. Issue present in current ACE release. - Unable to reliably detect when player controlled UAV is changing vision modes to account for UAVs. Potential bug with CBA Visionmode player EH. The EH doesn't trigger when changing from normal to night vision in when remote controlling drone. Raised issue on CBA github, CBATeam/CBA_A3#1004 First time contributing, let me know if I missed anything.
Arma 3 Version:
1.84
stableCBA Version:
3.8.0
stableMods:
Description:
Steps to reproduce:
Example of the eventhandler code.
["visionMode", {systemChat str _this}, false] call CBA_fnc_addPlayerEventHandler;
Where did the issue occur?
RPT log file:
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