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Repair - Make Full Repair Time dependent on vehicle damage

Open LinkIsGrim opened this issue 4 years ago • 5 comments

When merged this pull request will:

  • Title.
  • Add getHitPointsToIgnore function and move functionality from fnc_addRepairActions.
  • Modify addRepairActions to use getHitPointsToIgnore.
  • Add CBA Settings for configurable time for Misc and Wheel repairs.
  • Refactor fnc_isInRepairFacility and fnc_isNearRepairVehicle to use cached call like medical system checks.
  • Change function calls in ACE_Repair.hpp to use functions directly instead of statement that needs to be recompiled.

Full Repair is now incremental and time is based on amount of time needed to do individual repairs + another repair for inacessible hitpoints.

Supersedes #8347 (included in this), requires #8351.

TODO:

  • [x] Add setting for speedup if in a repair facility or next to a repair vehicle?

LinkIsGrim avatar Sep 01 '21 19:09 LinkIsGrim

I think it would make sense to have the vehicle repaired incrementally if we're doing long repair times, it would be really frustrating to cancel the repair after 60s+ and have nothing repaired.

veteran29 avatar Sep 01 '21 21:09 veteran29

Works for me. Something like surgicalKitProgress logic, then?

LinkIsGrim avatar Sep 01 '21 22:09 LinkIsGrim

Works for me. Something like surgicalKitProgress logic, then?

Yeah, I guess so.

veteran29 avatar Sep 02 '21 16:09 veteran29

I'd appreciate some help or pointers on incorporating looping animations or something of the sort into this.

LinkIsGrim avatar Sep 03 '21 04:09 LinkIsGrim

Pushing this to next release as it seems it needs some help with animation stuff and hasn't been reviewed properly yet.

jonpas avatar Oct 10 '21 14:10 jonpas

Still needs animation/sound work, but functionality is done.

LinkIsGrim avatar Jul 01 '23 21:07 LinkIsGrim

Animations loop (though I'm not a fan). Ready for review.

LinkIsGrim avatar Jul 01 '23 23:07 LinkIsGrim