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MineDetector works only on specific condition when located in inventory [11/09/2017] #5500

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RaiderSpectre opened this issue Sep 11, 2017 · 2 comments
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@RaiderSpectre
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RaiderSpectre commented Sep 11, 2017

Arma 3 Version: 1.76 (stable / rc / dev)
CBA Version: 3.4.0 (stable / dev + commit hash)
ACE3 Version: 3.10.2 (stable / dev + commit hash)

Mods:

  • CBA_A3
  • ace3
  • MCC Sandobox 4
  • Zeus Eden Compositions
  • TaskForce Radio 0.9.8

Description:
NOTE: My clanmate found this and we don't deepen this issues.
Case 1: when there is more than 1 item located in uniform and MineDetector is located in vest or backpack it does not detect mines at all unless they're spotted via "T".
Case 2: when there ISN'T ANY ITEM located in uniform and MineDetector is located in vest or backpack it will work correctly
Case 3: MineDetector will work randomly (it appears) if located in uniforms

Steps to reproduce:
https://www.youtube.com/watch?v=4o1dmrw4TMg&feature=youtu.be

Where did the issue occur?

  • Editor (Multiplayer)

Placed Modules:

  • Time Accelration, revive settings [ACE], set medic class [ACE], Advanced Fatigue, Medical Settings [ACE], Captives settings, Name Tags, Respawn Systems, Game Master x 3

RPT log file:
none

@PabstMirror PabstMirror added this to the 3.11.0 milestone Sep 15, 2017
@PabstMirror
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This will be fixed via #5502 in next release
We used to do

-    class ACE_ItemCore: ItemCore {
 -        type = 4096;//4;
 -        detectRange = -1;
 -        simulation = "ItemMineDetector";
 -    };

which seems to break the detection range.
In the future ace items won't be mine detectors at all.

@commy2
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commy2 commented Sep 15, 2017

The last mine detector picked up determines the detection range. Most ACE items are mine detectors with 0 detection range, so they can appear in the Virtual Arsenal.

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