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Advanced Ballistics - Removed all unnecessary settings #5814
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}; | ||
if (ACE_player distance _unit > _maxRange && {ACE_player distance ((getPosASL _unit) vectorAdd ((vectorNormalized _bulletVelocity) vectorMultiply _maxRange)) > _maxRange}) exitWith {}; | ||
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private _ammoCount = _unit ammo _muzzle; |
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I think we want to add +1 here as first shot is 29 and last is 0 (the ammo is already removed by the time firedEH runs)
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Right!
if (_ammoCount <= _lastRoundsTracer || {_tracersEvery > 0 && {(_ammoCount - _lastRoundsTracer) % _tracersEvery == 0}}) exitWith { _abort = false }; | ||
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if (GVAR(bulletTraceEnabled) && {_muzzleVelocity > BULLET_TRACE_MIN_VELOCITY} && {cameraView == "GUNNER"}) then { | ||
if (currentWeapon ACE_player == binocular ACE_player) exitWith { _abort = false }; |
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I guess a civilian driving a tank could have cameraView
gunner and currentWeapon ACE_player == binocular ACE_player
(both "")
but I wouldn't worry about it
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We could check if the player is currently sitting in a vehicle. But then we would need extra code for the spotting scope.
An ideal solution would be to only display the bullet trace if the view is magnified at least 4 times.
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We can always refine this later, I wouldn't bother changing it for now
* It just works automagically
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* It just works automagically
Replaced
simulateForSnipers
,simulateForGroupMembers
,simulateForEveryone
,disabledInFullAutoMode
andsimulationRadius
with some automagic.Advanced Ballistics is now only running if:
a) The projectile is local
b) The projectile is a tracer (or has a visible bullet trace effect) and is reasonably close to the player