-
Notifications
You must be signed in to change notification settings - Fork 737
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Explosives are cumbersome to interact with while standing #3379
Comments
Yes. I do exactly understand what you are saying, the head seems to be a bit ahead of the pivot axis and therefore translates when you rotate. A possiblity would be to used this point as the interaction source for calculating distantes: _pos = _getPosASL (_unit);
_pos set [2, (eyePos _unit) select 2]. But it wouldn't be perfect either. |
There's something else that I forgot, when you place an explosive, you're already out of range to interact with it (even though you haven't moved). So you have to always move forward after placing it. https://www.youtube.com/watch?v=MoaTbLNWGIo Would you consider increasing the interaction range a tiny bit, so you can interact from the same spot you placed it from, just for convenience sake? |
That's actually an excellent suggestion. I always found setting up explosives a bit to cumbersome, but I've never actually paid enough attention to notice that. Thanks |
Great! |
Hm. I've decreased the distance to 1m on purpose. |
@bux, for me placing the explosive and then having to move to be able to activate it is cumbersome. Sure the 1m distance is more realistic, but I think it's not worth it for this. |
I've checked in ACE and 1.5 is the minimum interaction distance used everywhere, except currently for explosives. |
Well, considering you would probably be able set up explosives before placing them on the ground, in real life (add detonator / timer). I don't think much of realism is lost. Unless there's more to it, and I'm missing something. |
I'd be ok for placing explosives. But not for defusing which was the main purpose of this change. |
Ok, np with that |
Arma 3 Version:
1.56
ACE3 Version:
3.4.2
Mods:
@CBA_A3
@ace
Placed Modules:
None
Description:
It looks like the ability to interact with something depends on proximity of player's head (or upper body) to object you're trying to interact with. With default ace interaction (show cursor disabled) it causes problems, since your entire body moves while interacting (left - right / up and down). Which causes you to appear out of range, and interaction gets aborted. Even though you're close enough to original interaction point.
Check the video below to understand better what I'm trying to say.
Steps to reproduce:
https://www.youtube.com/watch?v=-5PyrVKUA_Q&feature=youtu.be
Where did the issue occur?
Everywhere
The text was updated successfully, but these errors were encountered: