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Changelogs #5
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ruin counting |
roadblocks created. now to make the convoys that run only while the roadblocks are in place. |
added a flag system. on server only (using createvehiclelocal), a red flag is created by doprimary at the middle of the target. it has a global name. this is to provide a cheap way of finding currently held blue locations |
bug it route chooser fixed. |
air reinforcements not yet in. working on that now. |
air reinforcement working, though the troops deployed are in weird blue uniform. probably need to add more entries in the man array |
fob vehicle dlivery working |
Build 336 Changelog: |
Work continues on spawning the civilians in the town targets and handling them. We're using an existing (COS by Bangabob) patrol system but the spawning on them, the cars they drive and the parked cars is mine. |
Champys airfield compositions now in. |
I'm seriously considering switching from RHS to CUP. Reason to no do so: |
Next jobs: Remove some airfield objects. Some of the airfields look a little overpopulated now, especially Almrya. Switch to CUP. Continue to impliment civs and 2ndary mission system. |
Build 395 is now on the server. Changelog: |
Build 428 is now on the server Changelog Changed: Mission switched from RHS to CUP. With the switch to CUP, we can now style the mission as a British vs Russians theatre. The Russians are missing a few key vehicles, no mobile radar and no MBT more modern that a T72. The BLUFOR are much improved with the addition of a British faction. The Forward vehicle is a Coyote 6x6, the FOB vehicle is a Mastiff and the beach runabouts are Landrovers. Players can now use Steam Workshop to maintain ACE3 as the CUP compatibility addons are separate from ACE unlike the RHS compatibility addons which are part of the RHS download. CUP is also on the work shop. The minimum required is vehicles, units weapons and the two compatibility addons. There's still some to do to finish the switch over to CUP. I've had to rework the way that the FOB is spawned and although it works, it needs a little tidying up. There's no MBT for BLUFOR. There is a Challenger II in another addon which we might use. In the near future, I'll be tweaking the way the civilians behave in town including a new patrol system and a panic-take-cover system for them. The BLUFOR prize system is partially finished. We need to work out how the player team will be gifted and obtain fixed wing and rotory wing prizes. The abilities of the deployed FOB need completing too. It can't service vehicles, nor does it's medical functions work. All of the above is to be done before we move onto authoring the secondary missions. |
429 on server ace module adds 2 wheels to vehicles in sqm |
Build 469 is now on the server. It now requires CUP Terrains - Core. Changelog Fixed: C130 pilot distracted by enemy activity |
Build 472 is now on the server.
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Build 479 is now on the server.
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Build 496 is now on the server. Changelog.
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Build 503 is now on the server and was published to Steam Workshop. Changelog:
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Build 518 id now on the server and was published to Steam Workshop Changelog:
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Build 567 is now on the server. Changelog:
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Build 610 is now on the server. Changelog:
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Build 676 is now on the server, which has been updated to the game version 1.60. Called the 'visual update' by BI and 'kicked the bollocks of anyone who has to administer a server update' by everyone else. Changelog:
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Build 682 is now on the server, along with the BI "hotfix" for 1.60. Changelog:
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Build 716 is on the server. Changelog:
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New cleanup was broken so I've uploaded a new version of the mission with it fixed |
Build 732 is on the (renamed) server/ Changelog:
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The way the modules are set up now are too vanilla. Everyone is a medic and everyone is a repair engineer. So the various job classes have no meaning at all. An idea of how it could be set up on an intermediate level, set medic module so individual soldier can do first aid, then medic can cure major issues and heal to 100% Make repair module set to everyone can repair tires only. Repair and engineers can repair everything else, tires, engine, body etc and not necessarily have the option to full repair. Make a repair facility synchronized or labeled in module to recognize repair facility. (engineer gets vehicle close to repair vehicle or facility then can do 100%). Some of the modules aren't set up correctly. Nothing wrong with the mission, it's set up for 20 player slots and can be played with no fewer than 8-10 people. Anything less the team is fractured and can't really do much other than basic cqb small engagement combat. |
Catchup time! 1001: Removed a lot of MBT from primary targets. Want to make the mission more infantry based |
1125: added landmass id to islanddata files |
Build 1248 is now on the server. Published to SW too. 1206: Removed LARS as it's no longer used. Other stuff: |
Build 1262 is published to SW and on HoM servers 1259: Added customised Generic Vehicle Service points (by JACMAC) to airhead and FOB helipads |
Build 1281 is on the server and will be publish to SW later. 1261: Vehicle service triggers server sided only. Save some client FPS. |
Build 1324 is on the server and Steam Workshop 1286: reinforcementchopper rewritten from scratch. Features better landing routines, opening doors and 'stalled' heli checks. |
Build 1337 (Elite build) is on server and SW 1325: Added sarogahtyp suicide bomber scripts |
Build 1342 is on server and SW. 1340: Suicide bomber is now a reclothed OPFOR, solving potential scoring and rating issues when players shoot him. |
Build 1361 is on the server and steam workshop 1348: Added mission logo to start screens and hints. Also note that reviving a player uses (it didn't used to) a FAK. This is a BI change, not mine. |
Build 1418 is on the clan server and published to SW. 1362: Optimised fog stuff inside realweather. |
Build 1454 is now on the server, but has not been published to steam workshop 1410: Speeded up spawnairdrop when in testmode |
Build 1531 is on the server and has been published to steam workshop 1456: Added an array of OPFOR aircraft types for future expansion |
Build 1573 is on the server and has been published to SW 1532: Added some nice retex for civ mohawk |
Build 1629 is on the server and has been publish to Steam Workshop Changes: 1567: (pre this build) Added blufor convoy to airbase SM |
Build 1718 is on the server and has been published to SW. 1632: Improved mission status dialog with more info and field overrun fixes |
Build 1866 is on the server and published to SW. 1725: Added %age display in inventory |
Build 1889 is on our server and on steam workshop. 1867: Randomly slightly wound all enemy AI to make them slightly easier to kill. |
Build 1948 is published to SW and on our server. 1890: Added IDAP classnames from Laws of War DLC |
Build 1974 is on the server and published to SW. 1945: Removed unused missionEH |
Build 2031 is published on Steam Workshop and on our server 1975: Added a load of new logics for SMs and better locationing. |
2033: Added boatspawn system |
2080: Fixes for undef'd vars in earplug script |
2129: fixes and workarounds for Linux servers |
2176: Added landvehicle unflip for engineers, or for any player with repair vec nearby |
2201: Removed deprecated file (followleader2) |
2226: Fixed bad logic that was occasionally preventing Secondary Missions spawning. |
2289: Added new CQB troop placement script. |
2347: Added tripmine locs for Altis buildings. |
2383: Added 10Rnd_50BW_Mag_F and 30Rnd_65x39_caseless_mag_Tracer to forward vehicle. |
2402: removed wrong classname from initvehicleloadout script. |
missions spawns an enemy squad at the airfield
change getprimarylocations so it makes logics instead of markers and put setvariables on them
write trigger creation stuff
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