Optics - Convert Optics to use CBA Optics#7273
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Would likely need to be redone, closing. Feel free to re-open though. |
Looks like it's something I oversaw on my end - I imagine I'll be able to find a good value that works for everyone.
This, on the other hand, worries me because on my end it works fine. |
…ng able to use irons
visionMode is already set
forceOptics also already set
johnb432
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I've done rigorous testing (checked if all sights could be accessed, if sizes are good, if 2D and PIP work ok, magnification levels are the same as the Vanilla counter parts) and LGTM. Given I've contributed to this PR in a not insignificant manner, it would be wise for someone else to review it before merging.
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I overhauled the magnification levels of all scripted optics: the HAMR, Elcan and Pitbull have been bumped up to 4x, as to make the mildot/ranging match in-game bullet drop-off. The HAMR isn't quite perfect, as it was either the mildot or the bullet drop-off (mildot was chosen to be more important). |
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One last thing: As it stands, I've removed the |
* convert ace_optics to use cba_optics * convert ace optics to cba optics * Remove duplicate * Add PIP config * Use optics index * Fix pboProject build * Update CfgWeapons.hpp * Correct SOS, adjust sizes and fix build issues * Update addons/optics/script_component.hpp * Corrected sizes again * Made the scripted optics the first optics mode, fixed PIP SOS not being able to use irons * Remove unused test object * Readd AI stuff visionMode is already set * Updated some info on binos forceOptics also already set * Overhaul of magnifications * Adjusted MOS & Nightforce * Maybe this time the optics sizes will be fine... surely? * Replace heavy optics blur with CBA one * Added PIP names back --------- Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com> Co-authored-by: PabstMirror <pabstmirror@gmail.com>
When merged this pull request will:
Requires Optics - Add scripted optics index config entry CBATeam/CBA_A3#1678.can't work