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Visible check eating locks through Armory glass after the ACE note
AimbotArmory second floor, operator behind the office glass. I have a clear sight picture. Visible check refuses the lock. Draw target line dies on the pane.
If I turn visible check off I snap through the wall on the guy behind him. That is worse.
Is glass counting as world occlusion after the ACE note, or did my config lose a toggle?
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From the threadVisible check and world occlusion are two switches. Glass is world. Leave visible check on, occlusion off for Armory only.
If FOV is 10 in that hallway you will grab the back guy the moment glass is ignored. Drop FOV to 4 indoors.
FOV 4, occlusion off, visible check on. Window peeks lock now without wallbang snaps.
Max distance 80 in Armory. Long locks through two rooms are how you look obvious even with smoothness 18.
Use draw target line in the range to see what visible check thinks is blocked. Then turn the line off.
Combat mode in misc was resetting my occlusion after death. I turned combat mode off and the Armory config stuck.
TV Station glass does the same thing. Same two-config split: indoor occlusion off, Farm occlusion on so sheds do not glow.
Do not drop smoothness to “fix” glass. You will win the peek and lose the report.
Hold aimbot on mouse 4 so you can ads the glass, confirm the model, then tap lock. Instant RMB lock is what shoots the wall.
Portal patch note at 01:10 mentioned “visibility traces vs translucent meshes.” That is your glass. Reload the config from cloud after the loader update.