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NVO no longer can be used with binoculars/optics #5983
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I'm pretty sure its because NVO's have way worse duration |
NVO has the same duration, but a lot more inconvenient to recharge (I may address this later) |
This was not an oversight.
Incorrect. Do with that what you will. |
What exactly is incorrect? |
Let me be more precise: Regarding design thoughts: Secondary to that, giving engineers the ability to create on the fly rechargers via APCs was another thought for making power in general more fun to add to items and play with while giving engineers more utility. While possibly annoying at times consider possible recharge requirements for sentries or flashlights. Inventory and gear management is a fairly unique and important part of the overall game and I think it'd benefit from it. body armor light flickers Hunt that dread feeling. Xeno main out 🧑🚀 |
but old NVGs , could not use binoculars , had very clear visuals , could be broken in 3 slashes , you had to use your storage to carry cells and lost durability each time the got broken. |
This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself |
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Minor, but you should see if you can also have /obj/item/clothing/head/helmet/marine/proc/cycle_huds(mob/user)
check whether can_toggle
returns true with something like
if(!next_visor.can_toggle(user))
iterator++
skipped_hud = TRUE
continue
and to the second loop:
if(!new_visor.can_toggle(user))
continue
Otherwise you get into this state where the visor was selected, but you had the message it won't work, and it won't work when you leave the view again.
Alternatively you had the visor try to activate when the view changes back to normal.
Also would be nice if the visors spit out a to_chat if there's nothing to swap to, but up to you if you want to improve that (it'd probably just be a to_chat before the first return FALSE and the final return FALSE in that same proc).
This plus the other code suggestion should address all my concerns. |
Co-authored-by: Drathek <[email protected]>
About the pull request
Original NVG wouldn't allow you to use them with binos, but when Morrow introduced helmet optics, for some reason he didn't carry over the limitation. I don't know if it was intended or simply was an oversight. Sadly my revert to NVGs (#4807) didn't go through, but I still believe that I was right about points I brought up in the PR, so I am going to address them bit by bit now.
Explain why it's good for the game
Using nightvision with anything that increases your field of view gives an unreasonable advantage which should be limited only to specs and SGs.
Testing Photographs and Procedure
Changelog
🆑 ihatethisengine
balance: night vision optics no longer can be used with binoculars.
/:cl: