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Block FCS when controlling a UAV #3983

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Block FCS when controlling a UAV #3983

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PabstMirror
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Fix doing FCS keyUp calculations/setVariable/click sound
when controlling a UAV while also in a turret with FCS enabled.

Normal rangefinder on the UAV will still work as FUNC(canUseRangefinder) is still true.

Fix doing FCS keyUp calculations/setVariable
when controlling a UAV while also in a turret with FCS enabled.

Normal rangefinder on the UAV will still work as FUNC(canUseRangefinder)
is still true
@PabstMirror PabstMirror added the kind/bug-fix Release Notes: **FIXED:** label Jun 24, 2016
@PabstMirror PabstMirror added this to the 3.6.1 milestone Jun 24, 2016
@thojkooi
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This should target the Apex branch.

@@ -18,3 +18,4 @@
getNumber ([configFile >> "CfgVehicles" >> typeOf vehicle ACE_player, [ACE_player] call EFUNC(common,getTurretIndex)] call EFUNC(common,getTurretConfigPath) >> QGVAR(Enabled)) == 1
&& {cameraView == "GUNNER"}
&& {!([ACE_player] call CBA_fnc_canUseWeapon)} //Not Turned Out
&& {cameraOn != (getConnectedUAV ACE_player)} //Not Controlling a UAV
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would this break the FCS while remote controlling a unit via zeus? Does getConnectedUAV include those AIs?

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When zues RCing another unit getConnectedUAV player and getConnectedUAV ace_player are both null

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3 participants