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[Release] Stage 1.5.1 (#137)
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* [Chore] Update Release GitHub Action (#96)

* Replace auto-tag with pulling latest tag

* Auto assign PR reviewers

* Update auto_assign.yaml

* Update auto_assign.yaml

* fixed ending dialog population breaking on double defined entries (#98)

* [Add] - Visible framework version (#99)

* Added Framework map panel with version entry.

* Moved map admin stuff into new Framework panel.

* [Feature] - Add Gearscript ACE gun-bag support. (#102)

* Part 1 - added "SET_GUNBAG_CONTENTS" macro and underlying variable setter.

* Full gunbag support including forcing gunbag state onto regular backpacks.
Examples placed into default gearscripts.
Fixed globals ordering bug (was after preinit config group).

* [Feature] - Disable ACE advanced car damage by default. (#105)

* Added option to cbaSettings.hpp to disable ACE adv. vic damage model.  Disabled by default.

* Reduced scope of feature to just ACE car damage.

* [Feature] - Improve ceasefire side relations (#101)

* Ceasefire UI, first draft

* UI handler function

- Added a clientside function to draw and update the ceasefire UI
- Added a default RscTitle to the mission description

* Implemented server/client handling

- Added serverside function to initiate (or terminate) a ceasefire
- Added clientside function to handle ceasefire limitations on the player (god mode, captivity, projectile removal)
- Added component initialisation with default mission start duration of 60 seconds (subject to change)

* Zeus integration, Zen module

- Added a Zen module to handle ceasefire from Zeus
- Ceasefire UI no longer shows in the debug camera (no longer
- Player captivity is no longer reset when exiting Zeus during a ceasefire
- Removed "Default" RscTitle (`cutFadeOut` does the job aswell)

* Component init

- Added ceasefire component init to the client group (necessary for global vars initialisation )

* ACE throwing, UI improvements

- Fixed ACE throwing not being detected as fire event; now inhibited during ceasefire
- Player captivity no longer gets reset when toggling player visibility as Zeus during ceasefire
- Added a fade-in animation to the ceasefire UI
- Added sounds to the ceasefire UI

* Initial justification

Added a configuration macro to override the justification text for the initial ceasefire (on mission start)

* Removed SafeStart/SafeEnd components

With the completion of the Ceasefire component, SafeStart and SafeEnd are now obsolete and have thus been removed

* Removed border on safestart box to align with rest of CAFE UI design, fixed config indent alignment.
Re-centered mission.sqm camera position.

* Removed UI outline

* Side relations

- Enforced ceasefire on AI via side relations

* *notices missing semicolon*

OwO who did this

* Update fn_ceasefire.sqf

- Initialised global variable to prevent an error on first execution
- Fixed varname casing for _ceasefireStateChanged

Co-authored-by: Bubbus <splambob@googlemail.com>

* Update pull_request_template.md

* [Improve] Overhauled default medical settings (#108)

* overhauled medical settings

AI should feel less tanky with unconsciousness enabled
Headshots still instakill AI
Player damage threshold has been buffed a bit to counteract those changes on the player side

Disabled ACE vehicle crash damage (ACE car damage is back baby)

* fixed funny slider numbers

* [FIX] Zeus being unable to properly update crate gear via module (#111)

* Update fn_zen_createSupplyCrate_performAction.sqf

fixes edgecase of Zeus being unable to assign gear to crates in certain cases

* Update components/gearScript/zen/fn_zen_createSupplyCrate_performAction.sqf

bruh moment

Co-authored-by: Bubbus <splambob@googlemail.com>

Co-authored-by: Bubbus <splambob@googlemail.com>

* Fixed default BLUFOR and INDFOR loadouts so PCMLs in crates are loaded (#110)

closes #106

* [Improve Gearscript] Resupply crates now have space to drop stuff (#109)

* Resupply crates now have space to drop stuff

Gearscript automatically adds 25% more load capacity over the assigned Gear

* Cleanup

Added Comments
Added fix for edgecase Zeusmodule (goes together with #110)

* Update readme.md

* Fixed Fatal damage source (#112)

* Update gear_blufor.sqf (#115)

fixed double semicolon in the blufor default LAT loadout

* Changed default vehicle lock to "Locked for players" for framework spawned vics (#116)

* [Bugfix] Compatibility for new ACE gearstrings (#120)

* fixed compat for new ACE gearstring

gunbag compat also done

* Changed to use "count != 10", to be in-line with how CBA does this same check.
Added check to gunbag because why not, it saves us effort for our re-runs.

Co-authored-by: Bubbus <splambob@googlemail.com>

* [Update] Add new default addon settings. (#122)

- ims_bluntweapon (-> Unconscious)
- ace_marker_flags_placeanywhere (-> true)
- ace_overheating_cookoffcoef (-> 0)
- ace_vehicle_damage_enabled (-> true)

This commit affects a lot of the mission.sqm because an Arma update has introduced the new `singleType` key.

* [Chore] Release 1.4.2 Hotfix -> Dev (#126)

* [Hotfix] Added compatibility for new ACE gearstring format (#121)

* fixed ACE gearstring compat

* Made change character-identical to other hotfix branch to simplify merge upon next release.

Co-authored-by: Bubbus <splambob@googlemail.com>

* Added new default values to these settings: - ims_bluntweapon (-> Unconscious) - ace_marker_flags_placeanywhere (-> true) - ace_overheating_cookoffcoef (-> 0) - ace_vehicle_damage_enabled (-> true)

This commit affects a lot of the mission.sqm because an Arma update has introduced the new `singleType` key.

* Update create_draft_release.yml (#125)

Co-authored-by: Bubbus <splambob@googlemail.com>
Co-authored-by: Joecuronium <83242905+Joecuronium@users.noreply.github.com>

* [Improve] Fix PAK Stitch Exploit Pending ACE PR Merge (#128)

* Fixed PAK Stitch Exploit

* Update components/medical/fn_isInStableCondition.sqf

Co-authored-by: Bubbus <splambob@googlemail.com>

* Update components/medical/fn_isInStableCondition.sqf

Co-authored-by: Bubbus <splambob@googlemail.com>

* Update components/medical/fn_isInStableCondition.sqf

Co-authored-by: Bubbus <splambob@googlemail.com>

* Update components/medical/fn_isInStableCondition.sqf

Co-authored-by: Bubbus <splambob@googlemail.com>

* Update components/medical/fn_isInStableCondition.sqf

Co-authored-by: Bubbus <splambob@googlemail.com>

* Update components/medical/fn_isInStableCondition.sqf

Co-authored-by: Bubbus <splambob@googlemail.com>

* Fracture fix 2

* Update fn_isInStableCondition.sqf

Co-authored-by: Bubbus <splambob@googlemail.com>

* [Chore] Update Medical Setting CBA Presets (#127)

* Consolidate Advanced Medical CBA Settings

* Update medical_basic.sqf

* Update medical_advanced.sqf

* Update zen_modules.sqf (#134)

* [Refactor] - New respawn system. (#135)

* Using default respawn.  Removed respawnWaves component, made downtime only work on uncon players.

* Added basic gearscript handler to vanilla respawn system.

* Added basic squad handling to respawn refactor.

* Progress on respawn:
* Torn out now-irrelevant stuff about respawn dialogs etc.
* Made configurable (although some of the config doesn't work idk why)

* Now with 4 options: timed waves, personal timer, side tickets, personal tickets (ticket types stack so can have personal pool and then side-based 'overflow' pool).
Respawn timer is variable-based so can be altered mid-mission.

* imagine no tab indents

* Added legacy triggered-waves mode w/ UI and tickets compat.
Fixed personal-tickets allowance.
other lil bits

* fixn and addn...

[?] when player is in spectate before dying, mouse gets broken, oh no
[x] make respawn ace-action invisible if not in triggered-waves mode
[x] fix jip teleport ticket - broken in off position
[>] locations framework thingy - in progress

* remaining bugs from initial test session (probly) fixed

[x] when player tickets all gone, team tickets stay the same
[x] first start - no respawn menu pls

* Added respawn manager system.
Updated default mission file.

* Allowed players to spawn with triggered-waves when respawnOnStart = 1
Allow to define an initial respawn delay when respawnOnStart = 1
Refactored the startup sequence to ensure globals run before preInit config.

* Attempt to fix players not getting the right languages upon spawning.

* Hide default-named groups from the squad picker.
Hide the "ZEUS" group from squad picker unless you are a zeus.
Ensure a group is always picked when Confirm is pressed, unless there are no groups to pick from.

* Added "redeploy via flagpole" support.
Corrected examples in respawnLocations config.

* Doubled down on the respawn position module despite some flaws, until I can get the code-based alternative working again.
Misc fixes.

* Added weapon safety on respawn.
disabling debug mode again woops

* Moved spectator camera controls out from underneath respawn UI.

* Force-on auto-respawn when in triggered-waves mode.

* Added better respawn examples to mission.sqm
Removed respawn location module override as not really needed.

* Made BIS spectator respect ACE camera mode settings.

* Added "close" button to redeploy screen.

* Removed forced auto-respawn for triggered-waves.

* Added "create respawn", "change tickets" and "allow immediate respawn" ZEN modules.

* Feedback from testing: docs and jip/teleport toggle support.

* Re-added addon defaults which were introduced in 11895c9 but overwritten by merge of 238ef47.

* Removed stray chat/console debug statements.

Co-authored-by: Daniel Gibson <danielgibson@earringpranks.com>
Co-authored-by: Joecuronium <83242905+Joecuronium@users.noreply.github.com>
Co-authored-by: Cre8or <3143797+Cre8or@users.noreply.github.com>
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4 people authored Jan 1, 2023
1 parent de4a724 commit 98253ab
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Showing 3 changed files with 145 additions and 13 deletions.
6 changes: 0 additions & 6 deletions components/respawn/fn_createRedeployObject.sqf
Original file line number Diff line number Diff line change
Expand Up @@ -2,9 +2,6 @@

params [["_object", nil, [objNull]], ["_target", missionNamespace], ["_respawnName", "", [""]], ["_condition", "true", [""]]];

diag_log "WOWEE 1";
diag_log str _this;

if (isNull _object) exitWith {};

if (isServer) then
Expand Down Expand Up @@ -35,9 +32,6 @@ CLIENT_ONLY;
{
params ["_object", "_target", "_respawnName", "_condition"];

diag_log "WOWEE 2";
diag_log str _this;

_object addAction
[
"Redeploy to new location",
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Original file line number Diff line number Diff line change
Expand Up @@ -58,5 +58,3 @@ while {true} do
};

};

systemChat "run thru";
150 changes: 145 additions & 5 deletions mission.sqm
Original file line number Diff line number Diff line change
Expand Up @@ -21,9 +21,9 @@ class EditorData
class Camera
{
pos[]={178.00185,82.294258,80.690353};
dir[]={0.47211882,-0.53882009,0.69769388};
up[]={0.30197152,0.84242088,0.44625136};
aside[]={0.82820106,-1.4901161e-008,-0.56043106};
dir[]={0.29152194,-0.48410493,0.82502103};
up[]={0.16128644,0.87500936,0.45644826};
aside[]={0.94287199,-6.2340405e-008,-0.33316392};
};
};
binarizationWanted=0;
Expand Down Expand Up @@ -224,7 +224,7 @@ class CustomAttributes
singleType="ARRAY";
class value
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items=135;
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class Item0
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Expand Down Expand Up @@ -1305,6 +1305,38 @@ class CustomAttributes
value="zhc_dynsim_override";
};
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};
};
};
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};
Expand All @@ -1315,7 +1347,7 @@ class CustomAttributes
singleType="ARRAY";
class value
{
items=135;
items=139;
class Item0
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Expand Down Expand Up @@ -4961,6 +4993,114 @@ class CustomAttributes
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};
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