Field Rations - Various Usability Improvements
When merged this pull request will:
- [ ] Make consumable items "magazines", so that they can have dynamic consumption and many more fill/integrity levels.
- [ ] Maybe make advanced fatigue influence hunger/thirst increase, as opposed to the current linear multiplier tied to movement speed and hunger/thirst influencing fatigue.
- [ ] Maybe add force-feeding interactions, ideally tied to CBA Setting.
- [ ] Multiply saline rehydrating effect by inverse water consumption, to maintain effectiveness at reduced "time without water" settings.
- [ ] Update Documentation.
- [x] ~~A Compat with CUP "well" terrain objects.~~ Completed by #10642.
- Moved to #10675:
- [x] Add a 45s cooldown to thirst/hunger related loss of consciousness, to not require several tries before being able to complete the drinking/eating interaction.
- [x] Add audio cues for high thirst/hunger, hearable by nearby players.
Re-uses medical system "moan" sounds of increasing "intensity" and frequency as thirst/hunger increases beyond 70%. - [x] Add the option for less punitive dehydration/starvation consequences, i.e: medical pain effects.
- Moved to #10676:
- [x] Add water actions directly to vehicle instead of helper object if the vehicle has no custom "waterActionPosition":
This was causing the helper object to be attached to the center of the vehicle, making the interaction almost impossible to access.
- [x] Add water actions directly to vehicle instead of helper object if the vehicle has no custom "waterActionPosition":
Make consumable items "magazines" will likely also require a rework of how the items are used in Overheating
https://github.com/acemod/ACE3/blob/master/addons/overheating/functions/fnc_coolWeaponWithItem.sqf
Yup.
There is also a limitation of water source actions, weapon cooling can't be done from inside of a vehicle because those actions are only added (like all WS actions before this PR) to a helper object that is attachedTo the custom "faucet" position on the vehicle.
Is there really a significant performance improvement to that method over just adding the interactions to all vehicle classes? Alternatively, if the issue is the heap of static prop classes it would run on, could it just be config-added to Land and Air Vehicles, and continue generating helpers on all other vehicles?
I'll move some of these changes to a new PR, since a few were already implemented by others in the meantime.
EDIT: *so that the established ones may be evalued already.