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Changelogs #5

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Tankbuster0 opened this issue Apr 2, 2018 · 68 comments
Open

Changelogs #5

Tankbuster0 opened this issue Apr 2, 2018 · 68 comments
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@Tankbuster0
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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

@Tankbuster0 Tankbuster0 self-assigned this Apr 2, 2018
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ruin counting

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roadblocks created.

now to make the convoys that run only while the roadblocks are in place.

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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.
primarytargetcleared them places a blue flag in its place and deletes the red one. note that the blue has a local name so that more than one can exist and is never deleted.

this is to provide a cheap way of finding currently held blue locations

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bug it route chooser fixed.
mission now has air and road reinforcement, triggered by airradar and roadblocks

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air reinforcements not yet in. working on that now.

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air reinforcement working, though the troops deployed are in weird blue uniform. probably need to add more entries in the man array

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fob vehicle dlivery working
rob composition working
VA at fob working
respawn at fob working

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Build 336

Changelog:
Disabled: ACE3 Advanced Ballistics & Wind Deflections
Improved: Moving markers system.
Improved: Custom respawn system for FPV and FOB vehicles.
Improved: The player respawn dialog.
Changed: Map not shown to player during setup. They now see the "Can not connect to GPS message".
Improved: Selection of beach spawn, especially at Abdera.

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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.
The handledamage method for having them not killed by RTA or fall is not working, for reasons unknown so I've switched to a killed EH tracking system. Only civs killed by a soldierWB count towards the hearts and minds score. Even that's a bit odd. Not all SoldierWB kills are counted, not sure why.
I'm planning to put in Champys airfield compositions very soon. It's the next job.

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Champys airfield compositions now in.
early build of the hearts and minds coring system in place

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I'm seriously considering switching from RHS to CUP.
Reason to do so:
Better range of equipment we use, IE west stuff.
West stuff is more complete especially their textures.
Some better Russian stuff too. IE Mi-6.
Faster addon updates.
More popular with community.
RHS west stuff not well supported. Misty closes tickets about them.

Reason to no do so:
Alex (RHS) is a mate.
Quality of Russian stuff is higher.
Wide range of russian stuff. T90, Scud missile etc.
RHS HMMVEE are better than CUP ones.
RHS documentation is better.

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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.

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Build 395 is now on the server.

Changelog:
Fixed: Some bad spawn positions near Abdera aifield.
Added: Civilians now spawn in towns. Don't kill them.
Added: Parked civilian cars in towns.
Removed: Some aspects of ACE Medical that were interfering with mission scripting.
Improved: Airdrop time-out changed to 90 seconds.
Improved: Roadblocks now spawn open. Players have to close them or destroy them to stop road reinforcements.
Added: Airfield objects by Champy.
Added: Some objects at the edge of the salt flats for better cover and concealment.
Added: Lobby parameter that enables the removal of enemy vests.
Fixed: Enemy skill system. I thought it wasn't working well, but it turns out it was broken. Now fixed.

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Build 428 is now on the server

Changelog

Changed: Mission switched from RHS to CUP.
Removed: Some aircraft from airfield compositions.
Tweaked: Locations of some airfield composition assets, mostly to avoid the vehicle jiggling bug.
Added: A few civilian aircraft for airfield compositions.
Fixed: Road reinforcement soldiers were wrong class.
Tweaked: Less civilians on foot in towns.
Improved: Patrol function for civilians. May be completely rewriten later.
Tweaked: All empty aircraft at airfield locked so players can't steal them.
Added: Addaction to driver seat of FOB vehicle to deploy and undeploy FOB.
Removed: CHVD view distance tool. It's included in ACE3.

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.

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429 on server

ace module adds 2 wheels to vehicles in sqm
improved c130 pilot.

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Build 469 is now on the server.

It now requires CUP Terrains - Core.

Changelog

Fixed: C130 pilot distracted by enemy activity
Added: Forward vehicle has 4 spare wheels
Fixed: Action not appearing for driver of FOB so it could never be deployed.
Tweaked: Fob space requirements reduced. It can now be built in smaller spaces.
Changed: Vehicles being airdrop don't take damage while in the paradrop phase.
Added: Frigate just offshore. Scenery object ATM, will be artillery provider soon.
Added: Intro by Breech 99. Thanks mate!
Broke: Counting of civilians killed by players. Arse.
Added: Some missing magazines from the VA
Tweaked: Scripts that make Primary missions run a little later than before.

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Build 472 is now on the server.

Fixed: VA now whitelists EVERYTHING to fix the 'greyed out loadout load button' problem. It means the VA is full of weapons and stuff we don't use, players will see it's got all the AK guns for example.

Tweaked: Intro music shortened (removed silence fomr the start of the file) to reflect the slightly shorter intro sequence.

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Build 479 is now on the server.

Tweaked: Less Vodniks in primary targets.
Removed: VA on FPV
Removed: Test and debug code that was breaking the FOB vehicle deploy scripts.
Added: Inventory on FPV (magazines, grenades, rockets, blood, bandages
Added (non mission stuff): Athena bisign to all server instances.

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Build 496 is now on the server.

Changelog.

Fixed: The weird player character corruption (caused by something in the inventory of the FPV)
Added: Explosions, hinted feedback and wreck model to enemy radar.
Removed: The random BLUFOR AI pilots.
Tweaked: Music volume.
Tweaks: Improved (much less) inventory in the FPV

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Build 503 is now on the server and was published to Steam Workshop.

Changelog:

Tweaked: Intro music muted while we rethink how the intro should look and sound.
Tweaked: Forward vehicle and FOB vehicle gets there inventory and spare wheels back when they respawn.
Added (but untested) Cleanup of civs, deads and wrecks in old primary targets. (script shoud run when FOB vehicle redeploys near new target.

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Build 518 id now on the server and was published to Steam Workshop

Changelog:

Fixed: Action for FOB drivers who JIP.
Fixed: Cleanup of old primary targets.

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Build 567 is now on the server.

Changelog:

Added: Beach landrovers now have some spare wheels.
Added: Cleanup for old primary targets (runs when fob is deployed some distance away)
Improved: Civilian kill counting now done by faction, not side, as some CUP civlians are misconfig'd as SoldierWB
Added: Kronzky Urban Patrol script to civilians.
Removed: Ladders and other inventory from FPV to try to prevent character corruption bug.
Improved: Airdropped respawning vehicles (FPV and FOBV) get a better chosen landing place. (rarely at the beach spawn).
Fixed: FOB vehicle drivers not getting 'deploy FOB action'.
Improved: FOBV inventory (bandages, zipties etc).
Added, but not in use: Early builds of the secondary mission management system.
Added, but not in use: Early builds of the first secondary missions, a land mine clearance mission.
Added: OPFOR surrender system by Alex. Last few enemy in civilian towns drop their weapons and surrender. Players must arrest them.
Added: tky_fnc_screenname function.

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Build 610 is now on the server.

Changelog:

Added: JTAC units.
Added: HQ and Chat fnc (WIP & Broken)
Improved: OPFOR airbase compositions to allow space for BLUFOR airhead.
Added: Some more work on mine clearance SM. (WIP and not in mission)
Added: BLUFOR airhead base spawns at first captured airfield. Beach ammobox and respawn point move there too.
Removed: Some debug and deprecated files and functions.
Added: Mission logo.
Changed: FOB vehicle deploy action now appears for commander, not driver.
Changed: Deploy FOB addaction now says "Deploy/Undeploy FOB".
Removed: Almyra is no longer a possible start point.
Added: Almyra is a military base, so primary missions can spawn there.

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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:

Added: Artillery provided by the frigate offshore. JTAC and anyone in the commanders seat of the FOB vehicle or Forward vehicle can call artillery.
Changed: FOB deployment. Engine must be off and you must be in the commanders seat to deploy.
Changed: Back to the unlimited VA system to prevent previously saved loadouts being greyed out
Fixed: Lag spike when new town spawns.
Added: Some spare wheels to vehicles.
Removed: Beach mortars.
Added: CQB troops in buildings.
Added: Some tripwire mines in buildings.
Changed: A third less civilians in towns.
Added: New AI skill system.
Added: ACE revive. Players will stay unconscious on the ground if they are badly wounded. Other players, or medics can heal them using ACE medical.
Improved: Airdrop system. Much more less likely to fail due to C130 crashing or getting confused or despawning or any number of other crazy shits.
Added: New markers on airdrop C130s.
Improved: Removal of dead bodies and wrecks.
Added: New objectmapper. Slower, but much safer - shouldn't have exploding base assets any more.
Added: Dataterminal in the airbase. Spawn motorbikes from this.
Improved: Assetrespawn script now much more efficient.
Removed: Mastiff gmg from prize array. It's too like the FOB vehicle and confuses players. *

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Build 682 is now on the server, along with the BI "hotfix" for 1.60.

Changelog:

Added: M163 VADS to prize array
Added: Public'ing function for setVehicleVarName
Tweaked: Deployment criteria for FOB less stringent
Tweaked: Deployed FOB (dataterminal object) now creates quadbike, not ATV
Changed: Primary target radar can be destroyed by shell or missile fire.

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Build 716 is on the server.

Changelog:

Added: (JC) Installed and configured DEP (Dynamic Enemy Population) by Fluitketel.
Tweaked: Road reinforcements now run every 60 to 75 minutes. (more work to do on this)
Removed: Deprecated 'eject driver' code from deploying FOB vehicle.
Added: Message to all FOB vehicle crew that it can't deploy with a driver on board.
Improved: Handling of vehiclevarnames for fobveh and forward by new 'publicing' function added in earlier build.
Fixed: (JC) Wrong classname for static D30 and ZU23 in primary targets was spawninG wrong side assets and crew.
Removed: Intro assets, code and images.
Improved: Custom garbage collection system (as BI system n/w). Also, now runs from fdm (previously deployfob) so is guaranteed to be server side.

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New cleanup was broken so I've uploaded a new version of the mission with it fixed

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Build 732 is on the (renamed) server/

Changelog:

Fixed: Primary target cleanup. Should save a load of client FPS. When FOB is deployed away from the old primary target, everything in the old PT should be deleted.
Fixed: (AT) Syntax error in deprecated part of assetrespawn script.
Removed: Deprecated LV scripts.
Fixed: FOB and Forward vehicle respawn system.
Added: Prototype code to bring vehicles without driver back to server locality.
Added: (Killzonekid and Tankbuster) function to public vehicle names.
Removed: Some debug.
Added: Some debug. Yah, rly.

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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.

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Catchup time!
build numbers:

1001: Removed a lot of MBT from primary targets. Want to make the mission more infantry based
1016: Finding bluflags (to use as a position to drop a replacement vehicle) optimised by switching it to an array based system
1018: Revive tweaked, less likely to be killed outright by rifle fire now
1022: removed CUP and CBA.
1026: Added cleanups that work while server is empty.
1032: Improved forward loadout.
1045: Arty only given when engine off.
1047: Enemy mortar helper removed. Too OP.
1057: Added quad spawner: spawnes quads when theres none at beach/airhead.
1063: Prowler new texture and removed rear doors.
1067: Fob is auto undeployed if fobveh is destroyed. Players messaged.
1069: PT HQ improved. Taru pod replaced with hq house. Also, hq always covered with camo net. Also added global hint when its killed.
1075: fobveh and forward respawn if 4m underwater
1080: New version of chvd (view distance thingy for clients), much better than old one.
1091: Enemy hq chooses flatter ground to spawn on.
1092: Enemy radar placement more random.
1104: Fob composition tightened a little.
1110: Fog clearer when player joins an empty server.
1119: Much improved fob space finder. features better feedback for player when fob spawn fails.
1121: Added arty reloader

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1125: added landmass id to islanddata files
1130: Added island hop if current island all taken.
1133: Upgrade to new version of DEP by Fluit
1135: Removed some sleeps to speed up mission
1141: Improved landing position of air prize vehicles
1144: Improved roadblock clearing by debug scripts
1147: Supply a Blackfish if island hopping.
1148: Added hints to describe what's being airdropped and where
1154: Fixed missing Zeus interface for player deploying FOB
1157: New debug system, thanks to Killzonekid
1158: Change to order of scripts post pt complete (movebase was holding up the spawn of first town target)
1172: Further improvements to airdrop hints. Can now supply a custom text field.
1173: pt_radar killed is inexplicably slow. Tried to simplify it, but no joy.
1184: Fixed and improved La Rochelle airbase composition (aircraft now don't spawn on the manmade ground and 'splode.
1187: Added hint queue system that takes hints in a queue and displays them in a timed manner so they dont overwrite each other.
1188: Diary entries added.
1200: Added cleanup of discarded weapons and magazines.
1201: build (on 25/3/17)

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Build 1248 is now on the server. Published to SW too.

1206: Removed LARS as it's no longer used.
1208: Dead forwards and fobvehs cleaned up when server is empty
1212: Improvements to system that chooses landing point for airdropped vehicles.
1213: Last few AI are auto killed in primary targets so players don't have to search for last few enemy.
1215: Optimization of findsafepos routine in spawnairdrop (removed the [0,0,0] check
1220: Tried (and removed) blacklist parameter for findsafepos. (it's broken)
1222: All spawned vehicles, added island hopper blackfish and prizevehicles now have public names.
1226: Hint queue system speeded up.
1231: Removed cluttercutters from compositions as they confuse findsafepos
1232: Improved droppos finder using nearestobjects to stop it dropping on buildings ad using nearentities to stop it dropping on mission objects.
1233: Blackfish container treated seperatey from prize boxes.
1246: Added FOB flagpole to array that spawnairdrop uses so that it can drop stuff at the deployed FOB.
1247: bf killed eh started by initserver.
1248 Build (8/4/17)

Other stuff:
Added VCOM driving to server.

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Build 1262 is published to SW and on HoM servers

1259: Added customised Generic Vehicle Service points (by JACMAC) to airhead and FOB helipads
1260: FOB objects created by Zeus are now added to the FOB objects array and so are removed when FOB undeploys

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Build 1281 is on the server and will be publish to SW later.

1261: Vehicle service triggers server sided only. Save some client FPS.
1263: Added vehicle service point texts to diary.
1264: Widened trigger controlling replacequads as sometimes it would be too far from base marker, resulting in a mad spawn of quads and possible race condition.
1271: Updated to latest version of DEP by Fluit. Despawns units inside blacklist locations.
1273: Deactivated (by remarking out execvm) reinforcementchopper scripts. They weren't working and an updated version from SpunFin didn't fix and in fact, introduced an error.
1274: Added medic tent heal script (very basic implementation).
1275: Added medic tent texts to diary.
1276: Removed Rereki from list of Tanoa primary targets. It's too small, too forested and too close to sea for scripts to find positions for primary target assets.
1278, 1280 & 1281: Fixed syntax errors.
1279: Publicvariable'd fobjects variable as both server and clients need it.

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Build 1324 is on the server and Steam Workshop

1286: reinforcementchopper rewritten from scratch. Features better landing routines, opening doors and 'stalled' heli checks.
1290: tky special brew of findsafepos. Lots more to do on this.
1298: Outdoor primary target (ie, not CQB guys) will only spawn outdoors and never in unenterable buildings.
1304: Debug added to primary target roadblock system. Try to track down failures.
1305: Improved comparison of counting of roadblocks array with number of killed bar gates to make more reliable.
1306: Removed lashed up medic tent from FOB. Don't like it.
1309: Changed lots of nearest* scripts to 2d mode.
1317: VTOLs removed from opfor chopper array.

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Build 1337 (Elite build) is on server and SW

1325: Added sarogahtyp suicide bomber scripts
1328: Improved cleanup of weapons and containers on the ground.
1330: Added Allahu sound file to suicide bomber.
1332: Fixed syntax error in killed eh for civilians.
1333: Fixed bad logic in pt roadblock system. Sorry Crusie! :)

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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.
1340: Removed 2nd bomber.

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Build 1361 is on the server and steam workshop

1348: Added mission logo to start screens and hints.
1350: Reintroduced realweather with fixed timeskip and tweaked rain and fog
1351: Informed player undepolying FOB when its finished.
1353: Informed player spawning ATV where it is.
1360: Added Jets DLC content.

Also note that reviving a player uses (it didn't used to) a FAK. This is a BI change, not mine.

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Build 1418 is on the clan server and published to SW.

1362: Optimised fog stuff inside realweather.
1369: FOB dataterminal shows clan and mission logo on screen when open
1370: Removed deprecated heal.sqf
1372: Added jets i_fighter to dep
1382: Updated RealWeather with new commands
1385: Queuehints now able to handle 10 hints
1394: Fixed bug that didn't remove Zeus from player getting out of deploying fobveh
1398: Fixed bug that was not giving vehiclevarname to airdropped vehicles (thanks to crus for reporting and debugging)
1400: Speeded up tky hints even more.
1411: Added prize vehicle recovery system. (thanks to Rik for helping concieve and design this)
1414: Removed most createcenter commands.
1415: Updated diary with info about island hopping
1416: Added 'spawn facing me' feature to aircraft being unpacked from container(salute)
1401 & 1417: removed debug
1418 Build and publish

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Build 1454 is now on the server, but has not been published to steam workshop

1410: Speeded up spawnairdrop when in testmode
1415: Added diary for prize recovery system
1416: Player can choose unpacked aircraft spawn dir by running away and saluting.
1419: Release point of airdropped items improved.
1426: Added (but not included in mission) landmine clearance SM
1429: Added (but not included in mission) naval mine clearance SM
1445: Saved some client FPS with lazy evaluation in supportmanager
1447: Removed enforced respawn when joining server. Players teleported to ammobox.
1450: Clear out old enemy statics from airbase when its captured (they clog up runways etc)
1452: Early commit of stealaircraft SM.

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Build 1531 is on the server and has been published to steam workshop

1456: Added an array of OPFOR aircraft types for future expansion
1457: Steal Aircraft SM (not active)
1464: Improved aircraft-in-hangar spawning
1465: Stealaircraft, removed createcroup function when creating vehicles.
1469: Added new sm cleanup routine.
1472: Removed Xi'an from stealaircraft mission array (it's a fixed wing but is taller than the hangars)
1478: Added runwatcraterclear and destroy radio tower sm (not active)
1495: Prevent runwaycraterclear spawning at Almyra
1498: Added slingloaddelivercontainer sm (not active)
1500: Made into functions code that tells cardinal directions and a distance estimater to text script
1505: Fixed bug in vecname handling in spwanairdrop
1510: Addactions given to players at mission start.
1520: Removed huron containers from blubase compositions
1528: Add a global variable, airheadname
1529: DEP air should now be only civilian

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Build 1573 is on the server and has been published to SW

1532: Added some nice retex for civ mohawk
1534: Hellcat is green in DEP
1545: Sink trawler sm added.
1547: Added custom sink ship scripts by indeedpete
1550: mission string public'd
1561: Added some new fleet checking functions
1564: Don't spawn aircraft steal at tuvanaka
1272: Fixed bug that wasn't finding near logics for sink trawler

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Build 1629 is on the server and has been publish to Steam Workshop

Changes:

1567: (pre this build) Added blufor convoy to airbase SM
1575: Blufor convoy to AB can choose only start points on same island
1576: Added different truck types to sm
1582: Warning system for convoy drivers when they get out of convoy minimum distance
1586: Added large explosion effect to sinkship sm when trawler goes damage 1
1588: Bluconvoy doesn't occur on Tuvanaka
1591: Disabled skin randomisation for civ vehicles as the chosen skin isn't propogated to clients.
1607: Added more failure conditions for sinktrawler sm.
1611: Optimised sinktrawler SM
1617: Fixed bad classname in global variables
1619: Added mission status dialog
1629: Build and publish

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Build 1718 is on the server and has been published to SW.

1632: Improved mission status dialog with more info and field overrun fixes
1652: Disabled respawn button
1657: Added tky_inhouse function (a rework of a kkk fnc) to check for indoor/outdoor status. (Thx to hax for optimising/fixing this)
1662: Added (but WIP) kill1man SM. Loads to do on this.
1674: Haz added fncs. New player markers and inproved weight feedback in inventory dialog
1684: Haz updated inhouse to accept object or posasl.nice work.
1685: cardinaldirection function now doesnt add "of" to end of returned string. calling scripts need to be updated to allow for this
1695: Haz added hostage rescue sm (WIP)
1700: Haz added db stuff for future expansion (mission save feature)
1715: Replaced deprecated fnc_buildingpositions with command version
1716: Fixed wrong order of task complete and other end-of-pt routines.

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Build 1866 is on the server and published to SW.

1725: Added %age display in inventory
1740: Made a blacklist for the buildings k1m can choose from.
1747: Added isnil check to inhouse function to make it less error prone
1750: Various improvements and optimisations for inhouse.
1752: Some k1m missions now have supporting troops and vehicles.
1758: Added kill bombmaker varient to k1m
1760: Added kill electrical sab varient to k1m
1765: Tweaks to mission dialog
1768: Added distanceanddirfromtown function
1774: Tweaks to hostagerescue SM (Still WIP)
1786: Improved keyhandling for mission dialog
1790: Players prevented from respawning while incapacitated.
1798: Added kill sicentist varient to k1m
1809: Added light to loudspeaker pole in hostage rescue
1814: Added porch and balcony detection to inhouse
1816: Added missing battery check for Laser Desig
1819: Greeting changed to fnc_dynamic text
1830: k1m civvy scientist is actually a redressed opfor to prevent negative rating.
1854: Removed hostage rescue from sm until we can debug it.
1857: Failed sm not removed from roster, so can be given again
1858: sm manager should not give same mission twice
1861: Added Tanoa hospital.
1865: Added failtext for bluconvoy.
1866: Build

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Build 1889 is on our server and on steam workshop.

1867: Randomly slightly wound all enemy AI to make them slightly easier to kill.
1868: Fixed broken filtering for zeus while deploying FOB.
1870: WIP commit of new SM, repairlocalbuilding
1876: Made failure conditions for slingloadcontainer sm less punishing.
1878: Added Hurons and Bobcats to allbluvehicles array so GVS should service them.
1879: Used new dir&dist fnc in destroyradiotower sm
1880: Debug markers onlu show in testmode servers for land/naval mineclear sm
1882: landmineclear failure text must be PVd as it runs on a client EH.
1887: Used new dir&dist fnc in bluconvoy sm
1888: Added LoW vans to civcar array. Also used fnc_init_vehicle to fix civ car colours not be propogated.
1889: Build

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Build 1948 is published to SW and on our server.

1890: Added IDAP classnames from Laws of War DLC
1891: Removed colour specific classnames for civ cars and replaced with generic classname with the initvehicle func
1892: Removed car park cars from compositions and added fillcarpark script
1902: Removed a lot of debug.
1904: Added holdaction for buildingrepair sm
1905: Added alternate method systems for repairbuilding
1910: Rewrite buildingrepair
1917: Added holdaction icon paa
1918: Fixed addactions for prizebox and blackfish box
1919: Added missing failure type for bluconvoy
1920: SE fix for sligload sm
1922: Remove loads of debug
1923: Fixed SE. missing semicolon in landmineclear
1925: Removed no fuel check for failure of landmineclear because servicing bobcat will fail sm
1926: Sweep of bugs for sm manager, readiotower, craterclear, slingload and sinktrwaler
1927: Tweaked failure of slingload container sm
1928: Tweaked sm exclusion for airsteal. Only happens if team have a heli
1933: weaponholdersimulated now cleaned up
1935: Craterclear checks for existing bobcat before gifting a new one.
1938: Fleet cehcking now uses faction instead of fnc_objectside
1939: Fixed broken destroyradiotower mission with bad variables
1941: Minibuses now spawn busstops and taxi ranks via fillcarpark
1942: Airbase composition enemy aircraft have invisible pilot so appear as enemy and must be destroyed to complete
1943: Build and publish

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Build 1974 is on the server and published to SW.

1945: Removed unused missionEH
1946: Tweaked exclusion distance criteria for navalmineclear sm
1949: Marker changes to yellow, not silly cross pattern when assault phase finished
1953: Improved OPFOR CAS. Won't spontaneously die overhead now, also improved waypointing
1955: Fixed bad use of dist&dir by kill1man sm
1956: Fixed bad mission failed message in craterclear
1957: Sinktrawler uses dist&dir.
1959: Improved navalmine and sinktrawler sm use of selectbestplaces
1960: Fixed broken addactions for makebike and assemble aircraft
1961: Added opening dataterm anim for blubase terminal
1965: Added a civ mohawk to every airbase composition
1971: Tweaked carpark fillso it can work with oblique carparks
1972: Added fail to bluconv if all drivers die and stopped distance warning when drivers dismount
1974: Build

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Build 2031 is published on Steam Workshop and on our server

1975: Added a load of new logics for SMs and better locationing.
1977: Named all the mil bases on Altis.
1978: Added setvehicleloadout function to replace initammobox
1992: Further tweaks to repairlocalbuilding SM
1993: Fixed bug where HQ status was ignored for target clear.
1997: Fixed bad classname for toilet fire.
2001: Added scaffold to rlb SM
2003: Used hideobjectglobal to clear some space for rlb scaffold.
2012: Added new followleader2 script for use in hostagerescue.
2022: Renamed cleanupemptyserver to handldeplayerdisconnect because it does lots more stuff now
2028: Hostagerescue now working, complete with custom AI
2029: Fixd flying fireplaces
2031: Build and publish

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2033: Added boatspawn system
2050: Prevented cospawning (2 objects clipping together) of cars and vans generated by the carpark fill system
2056: Landmine position chooser should now avoid fob vehicle.
2062: MP safe civilian car random texturer now works.
2064: PT_radar now flat and level.
2065: Naval minfield now much smaller - much smaller radius.
2066: Added setvehname to fob and forward
2067: Added earplug script by 654wak654
2069: Added playerrespawns.sqf which is called by respawn EH. Will be able to remove multiple other respawn EHs.
2070: Added aimsway and fatigue off lobby params and associated scripts and functions
2077: Change the waituntil at line 278 in initserver and added debug
2078: build and publish

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2080: Fixes for undef'd vars in earplug script
2082: Testmode now can be enabled from lobby parameters
2085: Added KDR hint when scoretable visible
2099: Kill1man secondary mission development commits
2100: Fix for taskcreate getting a broken markerpos
2102: Added getvehiclecolour fnc that can get the colour of a dynamically created vehicle
2105: Added road traffic accident variant of heal1man 2ndary
2109: Added injured civ in or near building variant of heal1man 2ndary
2111: Added injured diver variant of heal1man 2ndary
2113: Fixed wrong waypoint type in airsupport manager
2120: Added helicrash variant of heal1man2ndary
2126: Removed sleeps in waituntils. It might be these that are breaking Linux servers.
2127: Build and publish

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2129: fixes and workarounds for Linux servers
2130: Optimization for stripcolonandspace' function
2133: Fixed syntax error in earplug script
2134: Added diag output that gives mission mame, server, game build and OS
2136: Added fnc_medic_check that returns true if any player is a medic
2140: Added typetext2 announcement at start of mission
2144: Vehicleloadout contain 3gl HE, not single round ammo
2145: Altis version was set to medic only revive. Fixed
2148: Removed bad classname from array of repair vehicles
2150: Improved mission succeed message for kill man 2ndary
2151: Removing Explosion EH from mines as they might be breaking subsequent 2ndary
2152: Fixed FOB VA box failing to appear (timing issue)
2154: Improved messaging in runwaycrateclear 2ndary (WIP)
2155: Added testmode diaglog in queuehints
2162: Added throttling for spawnprimarytargetunits script
2163: Fixed bad classname for Altis static tanks
2169: Added (and modified) Iceman77s vehicle unflip script (WIP)
2170: Added MAR 10 ammo to forward vehicle loadout
2172: Fixed timing issue in scripts that use linux workaround waituntils
2173: Added debug scripts to fail or succeed 2ndarys
2174: Added failure condition for slingloadcontainer 2ndary. Will fail if no hurons in fleet
2175: Build and publish

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2176: Added landvehicle unflip for engineers, or for any player with repair vec nearby
2178: Fix for missing ruins in repairbuilding secondary mission on Altis
2180: Improved mission description for secondary missions involving mines "Press reveal when you see the mine (default T)"
2183: Further improvements to secondary mission runway crater clearance secondary mission.
2184: Tweaked typetext for JIP halfway through mission
2188: Vehicles of any origin that have been entered by players won't be deleted
2192: Added rpg7 ammo to forward vehicle
2193: Added new, custom AI system for hostages in hostage rescue secondary mission.
2196: Added holdaddaction for releasing hostages.
2197: Rescued hostages move away from the vehicle they've just disembarked.
2200: Build and publish

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2201: Removed deprecated file (followleader2)
2202: Added (but WIP) new 2ndary mission, do_counterattack
2203: 2ndary mission manager should never choose the same mission as the one just before.
2204: New 2ndary mission exclusion system. Instead of removing non-doable missions (ie can't do sink trawler w/o attack aircraft or cant do naval mine clearance when inland) from mission array, it makes an array of excluded missions and ensure they are not chosen.
2205: Individual airfields airhead compositions replaced by a common one.
2206: Added (but later disabled GVS indicator lights)
2215: Improved fleet helivtol function that checks to see if players have a helivtol available. Now checks for empty fuel tank.
2216: Improved bluconvoy failure checking when a convoy vehicle is destroyed.
2217: Smmanager will say "You've done enough 2ndarys". When the SM array is nearly empty, regardless of how many SMs are still left to do to prevent possible script runaway condition.
2219: Tuvanaka Blubase composition moved away from treeline and closer to taxiway.
2220: Added (and later disabled) showlight function to control GVS lights
2221: Removed now unused blubase composition data.
2222: Build and publish

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2226: Fixed bad logic that was occasionally preventing Secondary Missions spawning.
2229: Fixed possible crash in SM mission manager when a lot of exclusions were in force.
2234: Added Koumac to Primary Mission roster.
2237: Increased chance of seeing suicide bombers.
2239: Removed seabed mines from naval mine clear mission as they sometimes spawn in rocks.
2240: Added fleet check boats function.
2241: If players don't have a boat in fleet, one is spawned at nearest jetty/quayside
2246: Heal men secondary mission excluded if no medic playing
2252: Vehicles spawned by DEP should not be cleaned up if they've been entered by players.
2255: GVS triggers won't delete (for unknown reasons) so workedaround in the trigger activation.
2258: Civilian assets not removed by cleanup in primary mission locations.
2262: Added new OPFOR counterattack SM.
2274: Counterattack SM switched to Independent.(So not really a counterattack any more)
2282: Quads now only autoreplaced when on beach. Script quits before Airhead is assembled.
2283: Vehicle gunners and turrets in counterattack vehicles now in a more aggressive group.
2285: Removed deprecated code and speeded up movebase
2287: Build and publish.

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2289: Added new CQB troop placement script.
2297: Fixed crash opp where some part of counterattack script weren't quitting at end of SM
2298: Improved checking for decided if to give plaer bobcat for craterclear SM.
2299: Improved explan text shown to players for above.
2300: Removed non urban camo guys from opfor cqb array.
2307: Added tripines to more houses for Tanoa.
2310: Added debug script to count and order numbers of each house type.
2313: Added debug script to make markers.
2314: Fixed dir of tripmines not be propagated to players.
2320: Removed deprecated cqb, windowpos and other scripts.
2321: Upgraded to buildingpos -1 command across the entire mission.
2322: Upgraded to getpos array command across entire mission.
2323: Upgraded to selectrandom command across entire mission.
2325: Added boobytraps for tripmines behind doors.
2332: Added Panthera datafile (future expansion)
2336: Added Panthera compositions (future expansion)
2338: Prewounded enemy AI.
2339: Added nomadd's damage increaser for enemy AI. trying to make their killability closer to that of players.
2340: Slowed PT mortar shooters and made them more likely to miss.
2444: Fixed syntax error breaking the blu convoy SM.
2445: Changed lobby text of remove vests param.
2346: Build and publish.

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2347: Added tripmine locs for Altis buildings.
2348: Added new secondary mission, VIP escort.
2353: Added safety to kill pt radar or hq if they spawn long way from primary target.
2356: Fixed spelling mistakes in landmineclear SM.
2357: Optimisations for fleet checking functions.
2358: Fixed possible unintentional deletion of objects when undeploying FOB.
2361: Added more positions for bombmaker to spawn in kill1man, esp for Altis.
2364: Optimisations and improvements to followleader and hostage rescue
2365: Removed Diary references to objects long since removed from airhead.
2367: Added and modified pointinbox function by pedeathtrian
2370: Removed a few trucks from airfield compositions. Removed the GVS lights and the broken scripts with them.
2371: Koroni on Altis changed from a primary target to a secondary (its too small).
2373: Tripmines now deleted when assault phase of PT completed.
2375: Slingload SM uses Blackfish, not Huron.
2377: Removed a lot of debug.
2378: Removed some backpack counting from missionsetup.
2380: Removed a CUP classname from a composition. Updated some GVS functions to newer functions and commands.
2381: Build and publish.

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2383: Added 10Rnd_50BW_Mag_F and 30Rnd_65x39_caseless_mag_Tracer to forward vehicle.
2384: Removed civilian van_01 from bluconvoy missions because they are too vulnerable.
2385: Added tky_fn_dirIndicator func.
2387: Added story_eod to viplist.
2388: dirIndicator shows when vip escort man is in a vehicle with the vip, in the viprescue mission and within 500m of the destination.
2392: Revive time set to 30sec for soldier and half that for medic.
2393: Added publicvariable slingloader classname.
2394: tky_findsafepos now sues strict mode when lokking for a place to spawn sling load container. (It was cospawning and clip spawning too often).
2397: Spawnairdrop now uses tky_findsafepos.
2400: Underslung container now made local to pilot of liftchopper. Fixes warp, rubberbanding issues.
2401: Build and publish.

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2402: removed wrong classname from initvehicleloadout script.
2404: Player driven civilian vehicles can be serviced on service points.
2405: GVS trigger replaced with software trigger. (fixes locality bug where on FOB deployer can use service point)
2407: Build and publish.

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