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olsen-framework-arma-3's Issues

[Module] Tasks

Be able to define tasks to a specific side via the module.

FNC_Casualty - Dont track unit

I find it can be hard to set a good westCasualty if the mission is using pilots, would it be able to make it so i could have the function not track specficy units, like pilots.

So if i want to end my mission if 100% of blufor is dead, but only the guys that are on the ground. So if i have 3 pilots in the air, the mission would still end if all my ground units are dead.

Combine Acre modules into one

One module to rule them all.

Features:

  • Split channels: true/false
    -- Basic: Split based on sides (WEST, EAST, GUER, CIV)
    -- Advanced: Split based on Sides. but allow for named units to be on A: their own net, B: different side than their own. (West on East for.example)
  • Start Unit on specific channel, on specific radio type.
    -- Takes input from units init field to decide what channel X radio is starting on.
    -- Bonus: make it work for respawn
  • Name channels. (labels)
    -- Name channels based on side.
    -- Bonus: allow for single units to have a separate setup.
  • Babel enabled: True/false
    -- Give babel to sides
    -- Allow for x unit to have specific Babel setup.
  • Scramble independent of player's side.

Extra settings:

  • terrain signal loss
  • interference
  • volume at start acre_api_fnc_setSelectableVoiceCurve
  • starting position for volume slider acre_sys_gui_VolumeControl_Level
  • ignore antenna direction acre_api_fnc_ignoreAntennaDirection
  • occlusion acre_sys_signal_omnidirectionalRadios

Zeus + Acre + AI control

I have been searching the big interwebs but was not able to see if this is even duable. So i guess i should just ask you guys if you think it can be done.

As Zeus when you take control of an AI, if you now try to talk using acre radio/direct the volume is not comming out of the controlled AI, but out of the Zeus unit. (the players unit)

Is there a way to set an AI as the output for acre, and also be able to hear other players from that unit.

Typo

    "Hostages Rescued" call FNC_EndMision;

Line 11 in modules/hostage/settings.sqf

Should be EndMission, not EndMision.

Backpacks in VehGear.sqf

I'm not able to add backpacks. looks like you need to use addBackpackCargoGlobal to add them.

Force respawn type and properties

Currently if, for example, 'singleplayer endscreen' option is enabled in Eden, Spectator won't fire properly. Can be possibly overwritten through description.ext.
More info needed.

start_on_radio_channel - Respawn

Hi,

I'm looking for a way to keep the player on the channel that i'm setting them on when they respawn.

Unless you guys can think of something clever, do i think my only option would be to name all units, and then do something like the gearscript, where it looks trough the name, and assigns radio channels from that..... but really hopeing, for you guys to cook something clever togeather. as my solution feels really slow, and tiresome to setup.

Advanced gear randomization unable to use basic gear randomization definitions

TL:DR - Allow for basic randomization to be used inside of advanced randomization.

I am trying to use advanced randomization to call a basic randomization definition. (Example 1)
See examples here: http://pastebin.com/y3FB85vN

These definitions work fine when called this way (Examples line 13, Example2)

But give a missing ] error when called as part of an advanced randomization like this (Examples line 26, Example 3, and picture)
https://i.gyazo.com/3b7fad1ed91f6555ea4b0b4b206de137.png

This means that rather than having a single definition for rifles of the same family and a single definition for all magazines that work with those rifles, each object needs its own definition, each loadout and magazine combination needs its own section in the advanced randomization, your gear sqf is several times larger than it needs to be, and you are unable to randomize magazines in the same way as with the basic randomization.

As a result, using the same objects as in the previous examples, we get this 62 line, 1625 character behemoth where each magazine type must be preselected. (Examples line 46, Example 4)

Rather than this much more compact, but not currently functional, randomization, which is only 27 lines and 813 characters, and randomizes magazines while keeping them with the appropriate rifle. (Examples line 111, Example 5)

I would like to see the method used in Example 5, or something like it, made possible.

JIP is currently broken with Eden update.

If a mission is created with the Eden editor (3d Editor) will break JIP.
Tested with a fresh version downloaded from github.

Jips does not get their gear when spawning in.

I also tried with the respawning function. If a player was not a jip, would gear work fine. But JIPS would not get new gear on respawning. I'm guessing jips somehow is not getting the init.sqf? and therfore not getting the FW_RespawnEh = player addEventHandler ["Respawn", {"" call FNC_SpectatePrep;}];

request: module parameters.

I would love to see a module that gives me the abbility to add parameters to the mission.

examples:

Time of day.
(dawn, early morning, morning, noon, afternoon, evening, dusk, night)

Weather:
clear (calm), clear (light winds), clear (strong winds), overcast (calm), overcast (light winds), overcast (strong winds), rain (calm), rain (light winds), rain (strong winds)

Fog:
None, light, Heavy

Mission doesn't end with latest spec

When the end conditions are meet the screen goes to the end screen with the casualty percentages but does not kick back to the mission list screen. It just sits there indefinitely or a really long time that is unacceptable. I have to press esc twice; the first time kicks me back to the mission where I can spectate normally, and the second time finally pushes the server to the mission list screen.

FNC_CanAttachItem

Make the following comparison case insensitive.

_item in ([_weapon] call BIS_fnc_compatibleItems)

Proper Cleanup script

Olsen please look into creating a cleanup script cable of at least the following but with parameters for ecah.

Remove dead bodies.
Remove items on the ground
remove destroyed vehicles
remove disabled vehicles

config.
only remove if no player is withing x meter.
Dont remove everything at the same time, do something like. Check for _x to delete, and then add a timer to _x and remove it after y time.

Feature: make Specator as a module

If it was a module, it would be easiere to change to a different Spectator script.
Might also want to take into accout that Voipers Spectator script might become part of ACE.

Cleanup script run at start

I would love to see a cleanup script as a module, that can do the following.

Remove dead bodies/gear from units that DC during the briefing.
Remove dead bodies/gear from units that DC during the first 3 min of a mission.

Script Error Voiper Spec

There are constantly script errors in voiper's spec script in the FW. I would like it resolved please and thanks.

Remove modules

I suggest that we remove voiper_spectate and ace_spectate as they seem to be broken AF :)

End Condition - Move timelimit into EndConditon

Olsen-Framework-Arma-3/customization/settings.sqf

FW_TimeLimit = 30; //Time limit in minutes, to disable the time limit set it to 0 should be moved into Olsen-Framework-Arma-3/customization/endConditions.sqf as people have a tendency to try and edit
if ((time / 60) >= FW_TimeLimit && FW_TimeLimit != 0) exitWith {
This is prone to errors. where i think it might be better to just move FW_TimeLimit = 30; straight into endConditions.sqf

Potential counting bug

While testing my mission Perfk glitched his landrover into mine and Blackhawks using the setup timer's ao limit feature causing a massive explosion and killing blackhawk twice which counted double.

Prevent JIP per side

A handy feature for TVTs would be to prevent JIPs from joining a specific side(s) and sending them to spectator. This would also be useful for missions where JIPs can compromise a mission and contribute to its failure.

Facewear not being added to units created post-init

Asked by Blackhawk to open this issue.

I've created a group using:

` _group = createGroup EAST;
_pos = doesntmatter;

{
 "O_Soldier_F" createUnit [_pos, _group, format ["[this, %1] call FNC_GearScript", str _x]];

sleep 0.5;
} foreach ["ISIS_TL", "ISIS_RFAT", "ISIS_AR", `"ISIS_RF"];`

All the gear is there, except for the headgear (balaclava). The balaclava is defined in #uniform between the uniform and the vest; both uniform and vest get added fine.

No script errors.

Mission is CO18_WAI1_The_First_Stance_v2.Takistan.pbo, on /FINAL.

AI drivers module

Module adding AI drivers controllable by player to set vehicles.
It will have to handle vehicles dying, commanders changing, etc. etc.

[Feature] - Endscreen showing Your Kills

Default arma endscreen: http://i.imgur.com/c7LMbsT.jpg

Something like it should be a part of the Framework Endscreen.

It should show:

  • Total amount killed
  • Amount killed from each opposing Team (framework team)
    -- If less than 10, Show names. (for AI and Players)

If you died, let the player know who killed him.
Killer: Perfk
Friendly Fired by: Perfk

  • I'm not 100% if this is something we want to show the players, as it could end up like any other FPS, where its about how many kills you get, and not how it should be: How you did as a team.

Suggestions are welcome :)

JIP script throws errors for civilians

When playing as a civilian unit, the JIP script will throw an error like so:
ij5r9r8

This seems to be because /modules/jip/settings.sqf doesn't have logic for civilian units, only blufor, opfor, and independent.

Check if loadout exists

image

If there is a way, please have it check if the loadout files that it tries to load in <Customization/gear.sqf> exists, as if you fail like i just did, and forgot to add in my correct file names, it will crash the game with the above error.
(to clarify, i did not have any files named USMCRiflePlatoon.sqf in the loadouts folder, as i had renamed them)

(this is ofcause not something that is wrong with the framework, this is just how arma handles some files stuff)

ACRE Scramble seems broken

Something is up with the Scramble module, missions are breaking left and right from users that are using the framework as intended (no funky gearscripts)

I have not seen this happen my self, but the broken mission threads are piling up.

Improvement: module jip_teleport

I think it would improve the module if Jip Teleport would not be able to be used if there is enemies within x meters of the SL.

This is mostly a problem when playing TVT.

Disable controls lock in endscreen

Look into better way of disabling player actions after endscreen. Currently game takes all controls away, leading to complete lock of controls when, for example, dialog is open when endcondtions fire.

Localize the setup area module to server

At the current state, the setup area is localized to each player. This means that some players will still have the setup area even after the area is cleared. Switching locality to the server will alleviate this issue.

Choice of "random" in mission params

I'd be good to have an option in the params to let the server decide which of the options to set it to. So not completely random, but a random selection from within the given array.

So if values[] = {-1, 7, 12, 15, 17};, it's be nice to another option to let the server randomly set one of those 5.


As a very side note and it probably doesn't belong here: Is there a way to set the time of day not to full hours? I'd love to set it to values[] = {-1, 7.5, 12, 15, 17.2}; etc., or any other way to control minutes too.

Thanks!

Move the following out of CORE and make it into modules

  • GEAR
  • SPECTATOR
  • END SCREEN
  • RESPAWN
    Pretty much anything someone MIGHT wanna go in and change to make the framework fit their need.

This is to make it truly modular. People like to use their own gearscripts, so it would make sense if they could turn of the default. No reason to run anything thats not being used.

End Conditions being checked while in the briefing before starting mission

For the file, customization/EndConditions.sqf
The end conditions are being checked while in the briefing. I ran into a bug where the mouse was clicking very rapid and I could not exit the brief in any matter what so ever. This happened because the mission was ending in the brief. I fixed it with surrounded the end conditions with if (time > 1) then { // end conditions }; in your customization/EndConditions.sqf
You might want to add that to your master branch as in my opinion end conditions should not be checked while in the briefing.

Easy Gear Export

I would like to request something like what was in the framework for A2, where you could gear up your guy, and then run into a trigger, and it would export all gear to rpt file.

If it could add the ["EXPORTED_CLASSNAME_HERE", amount, place] call FNC_AddItem;" then that would just be icing on the cake :)

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