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Magazine Repack - Add ability to disable repacking via class #10232
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Co-authored-by: PabstMirror <pabstmirror@gmail.com>
Someone should look at the documentation, No idea if I did it right or not for a new file. |
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Do you have a specific use case in mind? Atm I can't really see any, I would be happy to learn about the scenarios where you'd want/need to use this.
Any item you track the count of that you wouldn't be able to "repack", for example Brett mentioned that you can repack UAV batteries which .. probably shouldn't work. Survival mods/scenarios that utilise ACE would also benefit from this. |
I guess you can also use it to disable repacking ACE_Painkillers? |
you can, but painkillers actually makes sense as it's a pill bottle, just pour one into the other and ignore the bullet clicky sounds. |
yet model is pill box 🦘 tho i already see use case for this in KAM |
And even if you had a small enough portable charger to transfer the energy between the batteries, it'd take far too long to be of any use (something like 1-4 hours (I think) when the battery is like 15-30%), which'd break any resemblance of realism.
I doubt the pills would be loose in the box, instead in some kinda holders. |
They do come loose in the box in the US. |
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
When merged this pull request will:
CfgMagazines
entry.IMPORTANT
Component - Add|Fix|Improve|Change|Make|Remove {changes}
.