finish making tac vest match real counterpart
Summary
Balance "Better tac vest 2, electric boogaloo"
Purpose of change
To finish what #51750 started, and give the tac vest the rest of it's real life functionality. Also audits magazine pocket sizes.
Edit: Also removes the internal holster, adding it back through the MOLLE system, to more accurately reflect the real item.
Describe the solution
I found an actual listing for the vest that describes all of it's features, and has pictures of front, back, and interior. I used this information to add the pockets that the in game vest was missing. These were the top left breast pocket, 1 rifle magazine pouch, 2 interior dump pouches, and a hydration pouch pocket on the interior back. Also added ~~2~~ 3 MOLLE attachment slots, ~~half of what the light load bearing vest has~~ 2 for the back, half of what the light load bearing vest has, and one on the front that always spawns with an attached tactical holster (same stats as what the internal holster had).
For the breast pocket and the two internal mesh pockets, no dimensions were given, so I measured on myself where the pockets would sit to guestimate what size they should be. The breast pocket was made 5"x3"x2", and the internal pockets are 6"x8"x1".
I lowered the volume of the rifle magazine pouches from 1L to .36L. On the real life vest, these pouches are designed specifically for standard issue M4/M16 magazines (30rd STANAG), so I sized them for that, plus a little extra, since you could probably put a slightly longer magazine in the pouch without too much issue.
I lowered the volume of the pistol magazine pouches from 800ml to 130ml. On the real life vest, these pouches are designed specifically for standard issue M17/M18 magazines (21rd M17), so I sized them for that, plus a little extra, since you could probably put a slightly longer magazine in the pouch without too much issue.
I added a "tac vest with sling" variant, including xs and xl options, with recipes for all, because the real life vest has D-Rings on both shoulders.
I also added some comments to the pockets describing what they correlate to, because the item definition now has so many pockets it seemed worth adding the documentation for anyone who looks at this in the future.
Updated all naturally spawning sources for the tac vest to now use the new custom item group I made for the tac vest. This item group guarantees the tac vest always spawns with the tactical holster MOLLE attachment, and gives it a chance to spawn with a hydration pouch, and some small MOLLE pouches or a sheath. I also updated the police sniper so that it uses the item group for the loaded tac vest, and removed the duplicate holster from his loadout since the tac vest comes with one now. This is my first time messing with item groups and item spawns, so let me know if I goofed somehow.
Describe alternatives you've considered
~~Considered removing the internal holster pocket, since in the real life counterpart this is actually a MOLLE attachment (visible in the attached listing), and adding one more MOLLE attachment point, bringing it from 2 to 3, and just having the vest spawn with the attached holster 100% of the time. I might look into this and see if I can figure it out.~~ I went ahead and did this
Also considered adding the "STURDY" flag, because this is military grade vest, although realistically that probably means it should have the "FRAGILE" flag xD
Testing
~~It works~~
I created like 10-15 police sniper characters to test if the item group was behaving as expected, since this profession starts with the tac vest. Seemed to generate them properly. Then I spawned a number of zombie police to test if I was changing monster loot spawns appropriately, and they also dropped the new loaded tac vest as expected.
Additional context
Listing I used for this PR https://www.militarysurplusworld.com/product-eng-2907-USMC-TACTICAL-COMBAT-VEST-WITH-NET-AND-BELT-Mil-Tec-R-OD.html
Pictures in case the link dies and someone is trying to use this PR as reference in 3 years.
Sorry this touches so many files, most of them are single line changes, replacing item spawns with item group spawns.
Ok I need help with that build failure
Get-ChildItem: D:\a\_temp\f7b9dc55-6761-4bfb-9c56-91e64960cc8d.ps1:5
Line |
5 | Get-ChildItem "D:\a\Cataclysm-DDA/b/vcpkg/buildtrees" |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Cannot find path 'D:\a\Cataclysm-DDA\b\vcpkg\buildtrees' because it does not exist.
I believe this is failing build check due to item density on the new vest+sling version of the item, however I'm not really sure what to do about that, as adding a sling really isn't going to up the volume of the vest any appreciable amount, and to get the weight low enough to satisfy the check I would need to drop it to 1437.5g, which is lower than the base tac vest. Please advise how I should address this, if it needs to be addressed.
Please advise how I should address this, if it needs to be addressed.
Increase the volume of the base tac vest, 1.25L is way too low(ex. a sleeveless trench is 3.75L).
Please resolve branch conflicts
Tantalizingly within reach, change those vest volumes!!!!
Just one more thing man
FIX ITTTTTTTT