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[Refactor] - New respawn system. #135

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merged 25 commits into from
Dec 11, 2022
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0303e10
Using default respawn. Removed respawnWaves component, made downtime…
Bubbus Mar 5, 2022
003262e
Added basic gearscript handler to vanilla respawn system.
Bubbus Mar 8, 2022
09734b0
Added basic squad handling to respawn refactor.
Bubbus Mar 10, 2022
5733b5c
Progress on respawn:
Bubbus Mar 31, 2022
da74fe9
Now with 4 options: timed waves, personal timer, side tickets, person…
Bubbus Jun 9, 2022
e6e541e
imagine no tab indents
Bubbus Jun 9, 2022
c3e719f
Added legacy triggered-waves mode w/ UI and tickets compat.
Bubbus Jun 19, 2022
8fdf7ca
fixn and addn...
Bubbus Aug 9, 2022
55e94d3
remaining bugs from initial test session (probly) fixed
Bubbus Aug 10, 2022
bbbd08c
Added respawn manager system.
Bubbus Aug 12, 2022
df3d4df
Allowed players to spawn with triggered-waves when respawnOnStart = 1
Bubbus Oct 13, 2022
7927c98
Attempt to fix players not getting the right languages upon spawning.
Bubbus Oct 13, 2022
2b36638
Hide default-named groups from the squad picker.
Bubbus Oct 13, 2022
b7a151c
Added "redeploy via flagpole" support.
Bubbus Oct 15, 2022
c2f122c
Doubled down on the respawn position module despite some flaws, until…
Bubbus Nov 15, 2022
9f12aca
Added weapon safety on respawn.
Bubbus Nov 17, 2022
2267c09
Moved spectator camera controls out from underneath respawn UI.
Bubbus Nov 17, 2022
1f484d9
Force-on auto-respawn when in triggered-waves mode.
Bubbus Nov 17, 2022
8cdece9
Added better respawn examples to mission.sqm
Bubbus Nov 17, 2022
1340e3b
Made BIS spectator respect ACE camera mode settings.
Bubbus Nov 22, 2022
ceba681
Added "close" button to redeploy screen.
Bubbus Nov 30, 2022
3e81782
Removed forced auto-respawn for triggered-waves.
Bubbus Nov 30, 2022
602237a
Added "create respawn", "change tickets" and "allow immediate respawn…
Bubbus Nov 30, 2022
efd0c54
Merge remote-tracking branch 'remotes/origin/develop' into feature/re…
Bubbus Nov 30, 2022
6245df2
Feedback from testing: docs and jip/teleport toggle support.
Bubbus Dec 11, 2022
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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: 0 additions & 2 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';"">
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finally we will reject the briefing tab, praise bubbus!

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 Down
2 changes: 1 addition & 1 deletion components/downtime/downtime_macros.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -16,6 +16,6 @@
#define PLAYER_IS_AWAITING_RESPAWN (missionNamespace getVariable ["f_var_playerHasBeenKilled", false])
#define PLAYER_IS_DOWN (IS_UNCONSCIOUS(player) or {!alive player} or {PLAYER_IS_AWAITING_RESPAWN})
#define PLAYER_IS_GHOST (PLAYER_IS_AWAITING_RESPAWN and {alive player})
#define SHOULD_DO_DOWNTIME ((IS_UNCONSCIOUS(player) and {!HAS_OPTED_OUT}) or {!alive player} or {PLAYER_IS_AWAITING_RESPAWN})
#define SHOULD_DO_DOWNTIME (IS_UNCONSCIOUS(player) and {!HAS_OPTED_OUT})

#define GET_SPECTATOR_CAM_ARGS(MODE) (missionNamespace getVariable [format ["f_var_downtime_spectatorModes_%1", MODE], f_var_downtime_spectatorModes_AllowAll])
37 changes: 0 additions & 37 deletions components/downtime/fn_downtimeRespawnMessageMonitor.sqf

This file was deleted.

1 change: 0 additions & 1 deletion components/downtime/fn_downtimeSpectate.sqf
Original file line number Diff line number Diff line change
Expand Up @@ -62,7 +62,6 @@ _whenDone =
[false] call f_fnc_updateDowntimeSpectatorCameraModes;

"CAFE_CutDowntime" cutFadeOut 0;
"CAFE_DowntimeRespawn" cutFadeOut 0;

isNil
{
Expand Down
7 changes: 0 additions & 7 deletions components/downtime/functions.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -6,11 +6,4 @@ class downtime
class blockSelfInteractWhileUnconscious{};
class blockUnconsciousEffectsWhileDowntimeActive{};
class updateDowntimeSpectatorCameraModes{};
class downtimeRespawnMessageMonitor{};
};
class downtime_ui
{
file = "components\downtime\ui_functions";
class downtimeDead_onLoad{};
class downtime_respawnTitle_onLoad{};
};
1 change: 0 additions & 1 deletion components/downtime/init_component.sqf
Original file line number Diff line number Diff line change
Expand Up @@ -22,6 +22,5 @@ waitUntil
DEBUG_PRINT_LOG("finished waiting: downtime")

[] spawn f_fnc_downtimeMonitor;
[] spawn f_fnc_downtimeRespawnMessageMonitor;
[] spawn f_fnc_blockSelfInteractWhileUnconscious;
[] spawn f_fnc_blockUnconsciousEffectsWhileDowntimeActive;
59 changes: 0 additions & 59 deletions components/downtime/ui/deadTitle.hpp

This file was deleted.

65 changes: 0 additions & 65 deletions components/downtime/ui/respawnTitle.hpp

This file was deleted.

2 changes: 0 additions & 2 deletions components/downtime/ui/titles.hpp
Original file line number Diff line number Diff line change
@@ -1,4 +1,2 @@

#include "unconsciousTitle.hpp"
#include "deadTitle.hpp"
#include "respawnTitle.hpp"
32 changes: 0 additions & 32 deletions components/downtime/ui_functions/fn_downtimeDead_onLoad.sqf

This file was deleted.

This file was deleted.

5 changes: 0 additions & 5 deletions components/downtime/ui_macros.hpp
Original file line number Diff line number Diff line change
@@ -1,7 +1,2 @@

#define IDC_DOWNTIMEDEAD_SUBTITLE 1002

#define IDC_DOWNTIMERESPAWN_HEADER 1000
#define IDC_DOWNTIMERESPAWN_REASON 1002
#define IDC_DOWNTIMERESPAWN_INSTRUCTION 1001
#define IDC_DOWNTIMERESPAWN_DISCLAIMER 1100
32 changes: 16 additions & 16 deletions components/functions.hpp
Original file line number Diff line number Diff line change
@@ -1,31 +1,31 @@
class F
{

#include "aceActions\functions.hpp"
#include "aiBehaviour\functions.hpp"
#include "aiCache\functions.hpp"
#include "aiDriver\functions.hpp"
#include "briefing\functions.hpp"
#include "ceasefire\functions.hpp"
#include "downtime\functions.hpp"
#include "endings\functions.hpp"
#include "ftMemberMarkers\functions.hpp"
#include "aiCache\functions.hpp"
#include "aiDriver\functions.hpp"
#include "radios\functions.hpp"
#include "gearScript\functions.hpp"
#include "gravestones\functions.hpp"
#include "identity\functions.hpp"
#include "joinInProgress\functions.hpp"
#include "killTracker\functions.hpp"
#include "logiVehicle\functions.hpp"
#include "lootBox\functions.hpp"
#include "mapClick\functions.hpp"
#include "miscClient\functions.hpp"
#include "miscShared\functions.hpp"
#include "respawnWaves\functions.hpp"
#include "radios\functions.hpp"
#include "respawn\functions.hpp"
#include "spawnNpcs\functions.hpp"
#include "joinInProgress\functions.hpp"
#include "mapClick\functions.hpp"
#include "aiBehaviour\functions.hpp"
#include "zeus_ui\functions.hpp"
#include "aceActions\functions.hpp"
#include "killTracker\functions.hpp"
#include "gravestones\functions.hpp"
#include "squadMarkers\functions.hpp"
#include "endings\functions.hpp"
#include "lootBox\functions.hpp"
#include "viewDistanceEditor\functions.hpp"
#include "downtime\functions.hpp"
#include "identity\functions.hpp"
#include "logiVehicle\functions.hpp"
#include "zeus_ui\functions.hpp"


}
Expand Down
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