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[Release] Stage 1.5.0 Release (#136)
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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.

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 Dec 11, 2022
1 parent e570d14 commit de4a724
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Showing 157 changed files with 3,117 additions and 2,120 deletions.
16 changes: 16 additions & 0 deletions .github/action/auto_assign_config.yml
Original file line number Diff line number Diff line change
@@ -0,0 +1,16 @@
# Set to true to add reviewers to pull requests
addReviewers: true

# Set to true to add assignees to pull requests
addAssignees: false

# A list of reviewers to be added to pull requests (GitHub user name)
reviewers:
- Bubbus
- dgibso29
- Cre8or
- Joecuronium

# A number of reviewers added to the pull request
# Set 0 to add all the reviewers (default: 0)
numberOfReviewers: 0
1 change: 1 addition & 0 deletions .github/pull_request_template.md
Original file line number Diff line number Diff line change
Expand Up @@ -8,6 +8,7 @@ _Please provide a changelog & any additional relevant information for end users.

## IMPORTANT

- [ ] Testing has been completed as neccessary, depending on the nature & impact of the changes.
- [ ] The Release Notes section below must be filled out appropriately to explain the changes made in this PR. This section will be used in Framework Changelogs.
- [ ] If the contribution affects [the wiki](https://github.com/CombinedArmsGaming/CAFE3/wiki), please include your changes in this pull request so the wiki is consistently updated.
- [ ] [Contribution Guidelines](https://github.com/CombinedArmsGaming/CAFE3/blob/release/contributing.md) are read, understood and applied.
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10 changes: 10 additions & 0 deletions .github/workflows/auto_assign.yaml
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@@ -0,0 +1,10 @@
name: 'Auto Assign'
on: pull_request

jobs:
add-reviews:
runs-on: ubuntu-latest
steps:
- uses: kentaro-m/auto-assign-action@v1.2.1
with:
configuration-path: '.github/action/auto_assign_config.yml'
10 changes: 8 additions & 2 deletions components/aceActions/fn_addSquadManagerActionsToClass.sqf
Original file line number Diff line number Diff line change
@@ -1,4 +1,5 @@
#include "macros.hpp"
#include "..\..\respawn_macros.hpp"

params ["_unit"];

Expand Down Expand Up @@ -27,14 +28,19 @@ _createSquadNode =

_children = [];

private _shouldShowRespawnDialog =
{
(_player getVariable ["f_var_canUseRespawnMenu", false]) and {[RESPAWN_TRIGGERED_WAVE] call f_fnc_isRespawnModeActive}
};

// Respawn menu action
_action =
[
"CAFE_RespawnMenu",
"Show Respawn Menu",
"\A3\ui_f\data\igui\cfg\simpleTasks\types\getin_ca.paa",
{createDialog "RespawnWavesDialog";},
{_player getVariable ["f_var_canUseRespawnMenu", false]},
{createDialog "CAFE_TriggerRespawnWave_Dialog";},
_shouldShowRespawnDialog,
{},
[],
"",
Expand Down
2 changes: 1 addition & 1 deletion components/briefing/briefings/ca_briefing_admin.sqf
Original file line number Diff line number Diff line change
Expand Up @@ -29,6 +29,6 @@ Spawn big wave on west, east and north hill</execute><br/>

// CREATE DIARY ENTRY

player createDiaryRecord ["diary", ["CA Admin",_briefing]];
player createDiaryRecord ["CAFE", ["CA Admin",_briefing]];

// ====================================================================================
11 changes: 11 additions & 0 deletions components/briefing/briefings/ca_briefing_framework.sqf
Original file line number Diff line number Diff line change
@@ -0,0 +1,11 @@
// CA - Framework briefing section
// ====================================================================================

player createDiarySubject ["CAFE", "Framework"];

private _framework = player createDiaryRecord ["CAFE", ["CAFE","
<br/>
Made with CAFE3 (https://github.com/CombinedArmsGaming/CAFE3)
<br/><br/>
Framework version: " + STRING(CAFE_VERSION) + "
"]];
4 changes: 1 addition & 3 deletions components/briefing/briefings/ca_briefing_player.sqf
Original file line number Diff line number Diff line change
Expand Up @@ -5,8 +5,6 @@ _briefing = "";
_briefing = _briefing + "
<font size='20'>CA Player Controls</font><br/><br/>
|- <execute expression=""_handle=createdialog 'RespawnWavesDialog';"">
Respawn system</execute><br/>
|- <execute expression=""if (serverCommandAvailable '#kick') then { [] execvm 'components\briefing\briefings\ca_briefing_admin.sqf'} else {hint 'You need to be an admin to get this!'};"">
Give self admin menu</execute><br/>
Expand All @@ -15,6 +13,6 @@ Give self admin menu</execute><br/>

// CREATE DIARY ENTRY

player createDiaryRecord ["diary", ["CA Player Controls",_briefing]];
player createDiaryRecord ["CAFE", ["CA Player Controls",_briefing]];

// ====================================================================================
2 changes: 1 addition & 1 deletion components/briefing/briefings/part_briefing_admin.sqf
Original file line number Diff line number Diff line change
Expand Up @@ -71,6 +71,6 @@ if (isNull (getAssignedCuratorLogic player)) then {hintsilent 'Assign ZEUS first

// CREATE DIARY ENTRY

player createDiaryRecord ["diary", ["Admin",_briefing]];
player createDiaryRecord ["CAFE", ["Admin",_briefing]];

// ====================================================================================
5 changes: 5 additions & 0 deletions components/briefing/fn_briefing.sqf
Original file line number Diff line number Diff line change
Expand Up @@ -11,6 +11,11 @@ DEBUG_PRINT_LOG("running f_briefing")
WAIT_UNTIL_PLAYER_EXISTS();
WAIT_UNTIL_SETTINGS_READY();


// Add framework briefing panel.
#include "briefings\ca_briefing_framework.sqf";


// ====================================================================================

// DETECT PLAYER FACTION
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1 change: 1 addition & 0 deletions components/cbaSettings/ace_vic_settings.sqf
Original file line number Diff line number Diff line change
@@ -0,0 +1 @@
force ace_vehicle_damage_enableCarDamage = false;
Original file line number Diff line number Diff line change
@@ -1,39 +1,42 @@
// ACE Medical
force ace_medical_ai_enabledFor = 2;
force ace_medical_AIDamageThreshold = 1;
force ace_medical_bleedingCoefficient = 0.4;
force ace_medical_blood_enabledFor = 2;
force ace_medical_enableVehicleCrashes = false;
force ace_medical_fatalDamageSource = 0;
force ace_medical_fractureChance = 0;
force ace_medical_fractureChance = 0.15;
force ace_medical_fractures = 1;
force ace_medical_gui_enableMedicalMenu = 1;
force ace_medical_gui_maxDistance = 3;
force ace_medical_gui_openAfterTreatment = true;
force ace_medical_ivFlowRate = 3.5;
force ace_medical_limping = 1;
force ace_medical_painCoefficient = 0.5;
force ace_medical_playerDamageThreshold = 1.5;
force ace_medical_playerDamageThreshold = 2.5;
force ace_medical_AIDamageThreshold = 0.8;
force ace_medical_spontaneousWakeUpChance = 0.9;
force ace_medical_spontaneousWakeUpEpinephrineBoost = 1;
force ace_medical_spontaneousWakeUpEpinephrineBoost = 1.5;
force ace_medical_statemachine_AIUnconsciousness = false;
force ace_medical_statemachine_cardiacArrestTime = 120;
force ace_medical_statemachine_fatalInjuriesAI = 0;
force ace_medical_statemachine_fatalInjuriesPlayer = 1;
force ace_medical_treatment_advancedBandages = 2;
force ace_medical_treatment_advancedDiagnose = 2;
force ace_medical_treatment_advancedMedication = true;
force ace_medical_treatment_allowBodyBagUnconscious = true;
force ace_medical_treatment_allowSelfIV = 1;
force ace_medical_treatment_allowSelfPAK = 1;
force ace_medical_treatment_allowSelfStitch = 1;
force ace_medical_treatment_allowSharedEquipment = 0;
force ace_medical_treatment_clearTraumaAfterBandage = false;
force ace_medical_treatment_consumePAK = 0;
force ace_medical_treatment_consumeSurgicalKit = 0;
force ace_medical_treatment_convertItems = 0;
force ace_medical_treatment_cprSuccessChanceMax = 1;
force ace_medical_treatment_cprSuccessChanceMin = 0.895316;
force ace_medical_treatment_cprSuccessChanceMin = 0.9;
force ace_medical_treatment_holsterRequired = 0;
force ace_medical_treatment_locationEpinephrine = 0;
force ace_medical_treatment_locationPAK = 0;
force ace_medical_treatment_locationPAK = 3;
force ace_medical_treatment_locationsBoostTraining = true;
force ace_medical_treatment_locationSurgicalKit = 3;
force ace_medical_treatment_medicEpinephrine = 1;
Expand All @@ -45,8 +48,7 @@ force ace_medical_treatment_treatmentTimeAutoinjector = 5;
force ace_medical_treatment_treatmentTimeBodyBag = 10;
force ace_medical_treatment_treatmentTimeCPR = 12;
force ace_medical_treatment_treatmentTimeIV = 8;
force ace_medical_treatment_treatmentTimeTourniquet = 3;
force ace_medical_treatment_treatmentTimeSplint = 7;
force ace_medical_treatment_woundStitchTime = 2.5;
force ace_medical_treatment_advancedBandages = 2;
force ace_medical_treatment_woundReopenChance = 0.05;
force ace_medical_treatment_treatmentTimeTourniquet = 3;
force ace_medical_treatment_woundReopenChance = 0.20;
force ace_medical_treatment_woundStitchTime = 2.5;
53 changes: 0 additions & 53 deletions components/cbaSettings/medical_advanced_80.sqf

This file was deleted.

21 changes: 11 additions & 10 deletions components/cbaSettings/medical_basic.sqf
Original file line number Diff line number Diff line change
@@ -1,36 +1,39 @@
// ACE Medical
force ace_medical_ai_enabledFor = 2;
force ace_medical_AIDamageThreshold = 1;
force ace_medical_bleedingCoefficient = 0.4;
force ace_medical_blood_enabledFor = 2;
force ace_medical_enableVehicleCrashes = false;
force ace_medical_fatalDamageSource = 0;
force ace_medical_fractureChance = 0;
force ace_medical_fractureChance = 0.15;
force ace_medical_fractures = 1;
force ace_medical_gui_enableMedicalMenu = 1;
force ace_medical_gui_maxDistance = 3;
force ace_medical_gui_openAfterTreatment = true;
force ace_medical_ivFlowRate = 3.5;
force ace_medical_limping = 1;
force ace_medical_painCoefficient = 0.5;
force ace_medical_playerDamageThreshold = 1.5;
force ace_medical_playerDamageThreshold = 2.5;
force ace_medical_AIDamageThreshold = 0.8;
force ace_medical_spontaneousWakeUpChance = 0.9;
force ace_medical_spontaneousWakeUpEpinephrineBoost = 1;
force ace_medical_spontaneousWakeUpEpinephrineBoost = 1.5;
force ace_medical_statemachine_AIUnconsciousness = false;
force ace_medical_statemachine_cardiacArrestTime = 120;
force ace_medical_statemachine_fatalInjuriesAI = 0;
force ace_medical_statemachine_fatalInjuriesPlayer = 1;
force ace_medical_treatment_advancedBandages = 1;
force ace_medical_treatment_advancedDiagnose = 2;
force ace_medical_treatment_advancedMedication = true;
force ace_medical_treatment_allowBodyBagUnconscious = true;
force ace_medical_treatment_allowSelfIV = 1;
force ace_medical_treatment_allowSelfPAK = 1;
force ace_medical_treatment_allowSelfStitch = 1;
force ace_medical_treatment_allowSharedEquipment = 0;
force ace_medical_treatment_clearTraumaAfterBandage = false;
force ace_medical_treatment_consumePAK = 0;
force ace_medical_treatment_consumeSurgicalKit = 0;
force ace_medical_treatment_convertItems = 0;
force ace_medical_treatment_cprSuccessChanceMax = 1;
force ace_medical_treatment_cprSuccessChanceMin = 0.895316;
force ace_medical_treatment_cprSuccessChanceMin = 0.9;
force ace_medical_treatment_holsterRequired = 0;
force ace_medical_treatment_locationEpinephrine = 0;
force ace_medical_treatment_locationPAK = 0;
Expand All @@ -45,9 +48,7 @@ force ace_medical_treatment_treatmentTimeAutoinjector = 5;
force ace_medical_treatment_treatmentTimeBodyBag = 10;
force ace_medical_treatment_treatmentTimeCPR = 12;
force ace_medical_treatment_treatmentTimeIV = 8;
force ace_medical_treatment_treatmentTimeTourniquet = 3;
force ace_medical_treatment_treatmentTimeSplint = 7;
force ace_medical_treatment_woundReopenChance = 0.2;
force ace_medical_treatment_woundStitchTime = 2.5;
force ace_medical_treatment_advancedBandages = 1;
force ace_medical_treatment_woundReopenChance = 0.2;
force ace_medical_treatment_treatmentTimeTourniquet = 3;
force ace_medical_treatment_woundReopenChance = 0.20;
force ace_medical_treatment_woundStitchTime = 2.5;
20 changes: 10 additions & 10 deletions components/cbaSettings/settings.sqf
Original file line number Diff line number Diff line change
Expand Up @@ -10,17 +10,9 @@

//Advanced 80% slower reopening

#ifdef CA_MEDICAL_ADVANCED_80
#ifdef CA_MEDICAL_ADVANCED

#include "medical_advanced_80.sqf"

#endif

//Advanced 95% reopening

#ifdef CA_MEDICAL_ADVANCED_95

#include "medical_advanced_95.sqf"
#include "medical_advanced.sqf"

#endif

Expand Down Expand Up @@ -67,3 +59,11 @@
#include "acre_settings.sqf"

#endif

//ACE Adv. Car Damage

#ifdef DISABLE_ACE_CAR_DAMAGE

#include "ace_vic_settings.sqf"

#endif
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