Wardrobe - New Addon - System to modify wearables
When merged this pull request will:
- New Addon: Wardrobe Introduces a new system to modify currently worn gear.
For Example:
- Roll up/down your sleeves.
- Raise or lower the visor of helmets.
- Modify turbans from to the other variants.
- Combat Goggles <-> Balaclava with Combat Goggles <-> Balaclava
UX:
- ACE Self Interaction -> Equipment -> Wardrobe (if modifiable Item)
- ~~Inventory -> CBA Context Menu on Wearable Slot~~
- Moved into seperate PR
Compats for: GM, SOG, WS, RF
ToDo once approved:
- remove test mission from PR
IMPORTANT
- [x] Requires https://github.com/CBATeam/CBA_A3/pull/1751
- [x] Requires https://github.com/CBATeam/CBA_A3/pull/1758
Related PR's
- Extended By #10911
- Extended By #10912
- Extended By #10913
- Extended By #10914
- Extended By #10905
Core Features are complete.
all the things with zrn tags need to be changed
Haven't tested nor looked at code yet. How are inherited config properties handled?
Haven't tested nor looked at code yet. How are inherited config properties handled?
Wearables with fully inherited subclass are ignored.
Wearables with fully inherited subclass are ignored.
Alright, should be safe then. That should also go in documentation.
Big undertaking, and a bit of a nitpick, but I feel like this'd be more maintainable if wardrobe entries were kept in a CfgWardrobe root entry:
class ADDON {
class Uniforms {
class uniform_classname {
...
};
};
class Glasses {
...
};
};
Don't have to worry about inheritance, and easier for other components to hook into. Child classes could be a problem, though, but I don't think we'd want child classes to inherit their parent's variants anyway.
Requires https://github.com/CBATeam/CBA_A3/pull/1751
self reminder
Also
missmatchshould be speltmismatch.
https://github.com/acemod/ACE3/pull/10606/commits/f908a7a9c5dee92647742a5904d948b2ce7caaa2 done
- [x] snake_case -> camelCase
- [x] "404" -> nil
- [x] import_baseClasses -> macro
- [x] EOF
- [x] Move debug fnc to dev
"5 requested changes" i dont find those. ether they are already resolved or the code doesnt exist anymore but github still shows them as outstanding.
I haven't really touched the replace functions and the stuff that touches intel items / spare barrels, but I'm through with my cleanup otherwise.
yea idk why but shits broke now.
- Uniforms cant switch from Sleeves Up to Sleeves Down (no component required, still cant do it).
- Balaclava can be changed from normal to the goggled version without the component required being present in the inventory. Once switched to goggled version, the action to simple take it off is not availble. I assume the action condition check got flipped around.
I was able to fix the before mentioned changes, but now it duplicates items, which it didnt do before
it fixed now, seems i misinterpretated a change in my quest of finding the first issue.
Do we keep hemtt launch parameters? What about the mission?
I dont know what the ace standard is but i would like to keep it because it makes working on compats more convinient as its already a somewhat labour intensive process
Launch parameters can be kept IMO. Would be better if we could skip distributing the mission in CI but I don't think it's a big deal. Maybe move to ./extras like the Adv. Ballistics missions.
Launch parameters can be kept IMO. Would be better if we could skip distributing the mission in CI but I don't think it's a big deal. Maybe move to
./extraslike the Adv. Ballistics missions.
We don't ship the .hemtt folder, so they aren't being published
@Andx667 😭🥳