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[Refactor] - New respawn system. #135
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…only work on uncon players.
* Torn out now-irrelevant stuff about respawn dialogs etc. * Made configurable (although some of the config doesn't work idk why)
…al 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.
Fixed personal-tickets allowance. other lil bits
[?] 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
[x] when player tickets all gone, team tickets stay the same [x] first start - no respawn menu pls
Updated default mission file.
Allow to define an initial respawn delay when respawnOnStart = 1 Refactored the startup sequence to ensure globals run before preInit config.
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.
Corrected examples in respawnLocations config.
… I can get the code-based alternative working again. Misc fixes.
disabling debug mode again woops
Removed respawn location module override as not really needed.
Joecuronium
reviewed
Nov 30, 2022
@@ -5,8 +5,6 @@ _briefing = ""; | |||
_briefing = _briefing + " | |||
<font size='20'>CA Player Controls</font><br/><br/> | |||
|
|||
|- <execute expression=""_handle=createdialog 'RespawnWavesDialog';""> |
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finally we will reject the briefing tab, praise bubbus!
…spawn-refactor # Conflicts: # mission.sqm # startup/components/globals/clientGlobals.sqf # startup/components/globals/serverGlobals.sqf
Joecuronium
previously approved these changes
Nov 30, 2022
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I already approved this but the mergening happened
8 tasks
dgibso29
approved these changes
Dec 11, 2022
Bubbus
added a commit
that referenced
this pull request
Dec 11, 2022
* [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>
Bubbus
added a commit
that referenced
this pull request
Jan 1, 2023
* [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>
dgibso29
added a commit
that referenced
this pull request
Jun 17, 2023
* [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. * [Bugfix] Zeus teleport - Fixed script error when attempting to teleport the player upon leaving the Zeus interface * [Bugfix] - Dead spectator voicechat (#149) * Forcing spectator voicechat on/off when dead-spectator screen is entered/exited. * Added some comments * [Bugfix] - Fix "Wound Randomly" locality issue. (#147) * Forcing ACE damage to run on unit locality, for fn_woundUnitRandomly. * remoteExec ➡ remoteExecCall * [Bugfix] - Ceasefire UI font Switched the current font to the non-bold variant, because CUP overrides it to be non-monospace, for some silly reason * Made gravestone manager respect setting of GRAVESTONES_USE_PRIORITY_LIST config value. (#150) * Fixed CLEAR_UNIFORM typo. (#153) Fixed similar typos. Added docs for COPY_* macros. * [Bugfix] - Resolving squadmarker issues. (#154) * Attempted fix for marker reset upon player JIP. * Fixed JIP players not seeing squad menu or getting a teleport ticket. * Disable the cancel-button of the squad selector, when player respawns. - (they can still press ESC but if they do that and complain about no marker, skill issue.) Prevent TP to origin if selecting squad with 0 members. * Replaced vanilla ticket handling with bespoke stuff. (#152) Specified isCall for all respawn modes. Added new timed-tickets mode. IDK why it was missing. * [Change] - Made customStartup_* scheduled. (#148) * Made customStartup_* scheduled. Added comments describing new behaviour. * phrasing * [Feature] - Added ZEN module for creating loadout lockers mid-mission. (#155) * Added ZEN module for creating loadout lockers mid-mission. Changed calculations for loadout locker add-on prop to allow for different objects. * Forgot about ZEN Module ASL pos. * Ok any object can be lockernatored mid mission now * Fix Broken URLs In Contrib File * [Refactor] Change to an event-driven radio system. (#162) * Tearing out most things radio-related. We're starting from scratch babyyyy * Gearscript alterations: - Added pre and post events for gearscripting. - Added example event handlers: - Added event handler to preserve player facewear. - Added event handler to fix overloading by adjusting max loads. - Added events readme. * Made Zeus ACRE features soft-dependent on ACRE presence. * WIP 'declarative' radio config. Channel assignment not working yet. * Improving radio configuration capability. * Channel auto-assignment kinda working * Channel assignment works. Group-leader override support for channels - not yet available to player. * Added new radio list, collapsible, reactive to changes in side, role etc. * Optimised radio list refresh a little * Added support for mixed-presets radio loadout. Fixed bug with handling extended loadouts. * tiny tweaks to radio list * Added language support via ACRE Babel. * Re-added radio ACE interacts in the ACRE section this time such wow * Fixed radios being incorrect on respawn by introducing a "re-gearscript grace period". * Added ZEN modules for playing around with people's radios. Removed the cross-sides radio config hint in acre_radio_configuration.sqf * Added player feedback for radio net changes. Squad changing via squad picker updates radio nets. Backpack radios now go into the backpack. Altered radio list font, custom channels show the channel number. Added default radios for Zeus. * Changes based on Cre's review. --------- Co-authored-by: Joecuronium <83242905+Joecuronium@users.noreply.github.com> Co-authored-by: Bubbus <splambob@googlemail.com> Co-authored-by: Cre8or <3143797+Cre8or@users.noreply.github.com> Co-authored-by: Cre8or <cre8or@tuta.io>
dgibso29
added a commit
that referenced
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Jun 22, 2023
* [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. * [Bugfix] Zeus teleport - Fixed script error when attempting to teleport the player upon leaving the Zeus interface * [Bugfix] - Dead spectator voicechat (#149) * Forcing spectator voicechat on/off when dead-spectator screen is entered/exited. * Added some comments * [Bugfix] - Fix "Wound Randomly" locality issue. (#147) * Forcing ACE damage to run on unit locality, for fn_woundUnitRandomly. * remoteExec ➡ remoteExecCall * [Bugfix] - Ceasefire UI font Switched the current font to the non-bold variant, because CUP overrides it to be non-monospace, for some silly reason * Made gravestone manager respect setting of GRAVESTONES_USE_PRIORITY_LIST config value. (#150) * Fixed CLEAR_UNIFORM typo. (#153) Fixed similar typos. Added docs for COPY_* macros. * [Bugfix] - Resolving squadmarker issues. (#154) * Attempted fix for marker reset upon player JIP. * Fixed JIP players not seeing squad menu or getting a teleport ticket. * Disable the cancel-button of the squad selector, when player respawns. - (they can still press ESC but if they do that and complain about no marker, skill issue.) Prevent TP to origin if selecting squad with 0 members. * Replaced vanilla ticket handling with bespoke stuff. (#152) Specified isCall for all respawn modes. Added new timed-tickets mode. IDK why it was missing. * [Change] - Made customStartup_* scheduled. (#148) * Made customStartup_* scheduled. Added comments describing new behaviour. * phrasing * [Feature] - Added ZEN module for creating loadout lockers mid-mission. (#155) * Added ZEN module for creating loadout lockers mid-mission. Changed calculations for loadout locker add-on prop to allow for different objects. * Forgot about ZEN Module ASL pos. * Ok any object can be lockernatored mid mission now * Fix Broken URLs In Contrib File * [Refactor] Change to an event-driven radio system. (#162) * Tearing out most things radio-related. We're starting from scratch babyyyy * Gearscript alterations: - Added pre and post events for gearscripting. - Added example event handlers: - Added event handler to preserve player facewear. - Added event handler to fix overloading by adjusting max loads. - Added events readme. * Made Zeus ACRE features soft-dependent on ACRE presence. * WIP 'declarative' radio config. Channel assignment not working yet. * Improving radio configuration capability. * Channel auto-assignment kinda working * Channel assignment works. Group-leader override support for channels - not yet available to player. * Added new radio list, collapsible, reactive to changes in side, role etc. * Optimised radio list refresh a little * Added support for mixed-presets radio loadout. Fixed bug with handling extended loadouts. * tiny tweaks to radio list * Added language support via ACRE Babel. * Re-added radio ACE interacts in the ACRE section this time such wow * Fixed radios being incorrect on respawn by introducing a "re-gearscript grace period". * Added ZEN modules for playing around with people's radios. Removed the cross-sides radio config hint in acre_radio_configuration.sqf * Added player feedback for radio net changes. Squad changing via squad picker updates radio nets. Backpack radios now go into the backpack. Altered radio list font, custom channels show the channel number. Added default radios for Zeus. * Changes based on Cre's review. * Fixed CBA loadouts propagating through gearscript library without being unwrapped. (#168) --------- Co-authored-by: Joecuronium <83242905+Joecuronium@users.noreply.github.com> Co-authored-by: Bubbus <splambob@googlemail.com> Co-authored-by: Cre8or <3143797+Cre8or@users.noreply.github.com> Co-authored-by: Cre8or <cre8or@tuta.io>
dgibso29
added a commit
that referenced
this pull request
Aug 3, 2023
* [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. * [Bugfix] Zeus teleport - Fixed script error when attempting to teleport the player upon leaving the Zeus interface * [Bugfix] - Dead spectator voicechat (#149) * Forcing spectator voicechat on/off when dead-spectator screen is entered/exited. * Added some comments * [Bugfix] - Fix "Wound Randomly" locality issue. (#147) * Forcing ACE damage to run on unit locality, for fn_woundUnitRandomly. * remoteExec ➡ remoteExecCall * [Bugfix] - Ceasefire UI font Switched the current font to the non-bold variant, because CUP overrides it to be non-monospace, for some silly reason * Made gravestone manager respect setting of GRAVESTONES_USE_PRIORITY_LIST config value. (#150) * Fixed CLEAR_UNIFORM typo. (#153) Fixed similar typos. Added docs for COPY_* macros. * [Bugfix] - Resolving squadmarker issues. (#154) * Attempted fix for marker reset upon player JIP. * Fixed JIP players not seeing squad menu or getting a teleport ticket. * Disable the cancel-button of the squad selector, when player respawns. - (they can still press ESC but if they do that and complain about no marker, skill issue.) Prevent TP to origin if selecting squad with 0 members. * Replaced vanilla ticket handling with bespoke stuff. (#152) Specified isCall for all respawn modes. Added new timed-tickets mode. IDK why it was missing. * [Change] - Made customStartup_* scheduled. (#148) * Made customStartup_* scheduled. Added comments describing new behaviour. * phrasing * [Feature] - Added ZEN module for creating loadout lockers mid-mission. (#155) * Added ZEN module for creating loadout lockers mid-mission. Changed calculations for loadout locker add-on prop to allow for different objects. * Forgot about ZEN Module ASL pos. * Ok any object can be lockernatored mid mission now * Fix Broken URLs In Contrib File * [Refactor] Change to an event-driven radio system. (#162) * Tearing out most things radio-related. We're starting from scratch babyyyy * Gearscript alterations: - Added pre and post events for gearscripting. - Added example event handlers: - Added event handler to preserve player facewear. - Added event handler to fix overloading by adjusting max loads. - Added events readme. * Made Zeus ACRE features soft-dependent on ACRE presence. * WIP 'declarative' radio config. Channel assignment not working yet. * Improving radio configuration capability. * Channel auto-assignment kinda working * Channel assignment works. Group-leader override support for channels - not yet available to player. * Added new radio list, collapsible, reactive to changes in side, role etc. * Optimised radio list refresh a little * Added support for mixed-presets radio loadout. Fixed bug with handling extended loadouts. * tiny tweaks to radio list * Added language support via ACRE Babel. * Re-added radio ACE interacts in the ACRE section this time such wow * Fixed radios being incorrect on respawn by introducing a "re-gearscript grace period". * Added ZEN modules for playing around with people's radios. Removed the cross-sides radio config hint in acre_radio_configuration.sqf * Added player feedback for radio net changes. Squad changing via squad picker updates radio nets. Backpack radios now go into the backpack. Altered radio list font, custom channels show the channel number. Added default radios for Zeus. * Changes based on Cre's review. * Fixed CBA loadouts propagating through gearscript library without being unwrapped. (#168) * Update version.hpp (#175) * Fixed map rendering (#173) Fixed CeaseFire UI not updating with the map open * [Refactor] - Respawn Refactor Remake (#177) * Removed BI respawn screen, just using a basic spectate screen for now. Added MP timing tolerance for squad choice and radio setup functions. Forced minimum respawn delay to 5 seconds to reduce timing/sync issues on respawn. * Added spectator downtime widget, placeholder spawnpoint interaction, placeholder down-state indicator. * Prototype spawn selector dialog + integration. * Widget now affected by down state. Fixed spawn dialog staying up through respawn. Reinstated some old downtime behaviour. Removed old downtime titles. some other stuff probably, forgor * Redeploy flag works again. Stopped players spamming spawn dialog. Stopped radio config subtitle appearing when it isn't meant for the local player. * [Feature] - Add ACE actions to loadout lockers (#174) * ACE actions, QoL improvements - Added ACE actions to loadout lockers - Ensure loadout lockers are automatically registered as Zeus editable objects - Fixed loadout locker bags not getting deleted alongside their locker * Restrict function recompiling - Disable function recompiling outside of 3DEN preview (mission-defined functions are not final when recompiling is enabled) --------- Co-authored-by: Joecuronium <83242905+Joecuronium@users.noreply.github.com> Co-authored-by: Bubbus <splambob@googlemail.com> Co-authored-by: Cre8or <3143797+Cre8or@users.noreply.github.com> Co-authored-by: Cre8or <cre8or@tuta.io>
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Pull Request Description
When merged this pull request will:
configuration
folder.mission.sqm
.Release Notes
Replaced the old respawn framework with a new respawn framework based upon the vanilla one.
For more info, see https://community.bistudio.com/wiki/Arma_3:_Respawn
To see how this new system works with the framework, see the examples in the default mission file and look in the respawn configuration file.
There's also new ZEN modules to change tickets, add respawns and respawn individual players.
The new system is set up to match the old behaviour as closely as possible. There will be small differences to get used to.
IMPORTANT
[Descriptor] - Add|Fix|Improve|Change|Make|Remove {changes}
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