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License: MIT License
Be able to define tasks to a specific side via the module.
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.
One module to rule them all.
Features:
Extra settings:
acre_api_fnc_setSelectableVoiceCurve
acre_sys_gui_VolumeControl_Level
acre_api_fnc_ignoreAntennaDirection
acre_sys_signal_omnidirectionalRadios
radio_channel_names is currently not working, as it is looking for code that no longer exists.
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.
"Hostages Rescued" call FNC_EndMision;
Line 11 in modules/hostage/settings.sqf
Should be EndMission, not EndMision.
I'm not able to add backpacks. looks like you need to use addBackpackCargoGlobal to add them.
example ["AT4", 20%] fnc_addItem;
At current the Area Count is counting all units, much like a normal/vanilla count would do.
It'd be good to have it, either as an option or default behaviour, that only units not excluded by FNC_NotTrackUnit are counted.
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.
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.
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.
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;}];
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
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.
Make the following comparison case insensitive.
_item in ([_weapon] call BIS_fnc_compatibleItems)
Hi,
I would love if someone who knew what they are doing could update the start_on_radio_channel module to allow preset 343´s on different blocks.
Thanks :)
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.
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.
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.
There are constantly script errors in voiper's spec script in the FW. I would like it resolved please and thanks.
I suggest that we remove voiper_spectate and ace_spectate as they seem to be broken AF :)
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
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.
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.
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.
Module adding AI drivers controllable by player to set vehicles.
It will have to handle vehicles dying, commanders changing, etc. etc.
Default arma endscreen: http://i.imgur.com/c7LMbsT.jpg
Something like it should be a part of the Framework Endscreen.
It should show:
If you died, let the player know who killed him.
Killer: Perfk
Friendly Fired by: Perfk
Suggestions are welcome :)
When you try to free a hostage in multiplayer, the hostage stays sitting down down and cuffed. It works in single player though.
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)
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.
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.
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.
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.
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!
Bring back FNC_CountTeam
.
Should be easy, as it will just need to extract info from FW_Teams.
I noticed that on two missions that prevent JIPs after 5 minutes, players are still able to join after the timer has expired.
Noted on:
TVT66 The Green Zone v1.2
http://aar.unitedoperations.net//replay/7E4C764E99805E39E27C522C39A0E148
and
TVT46 Sobor Assault v1
http://aar.unitedoperations.net//replay/19969F4D2667C7F91B321D92C3324E82
examples:
date - (day) / (month) / (year-optional)
time limit- (Default) / (+15 Minute) / (+30 minute)
shown as- (30 Min) / (45 Min) / (60 Min)
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.
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.
As of right now tickets are individual, meaning that if you set FW_RespawnTickets to 20 EACH player can respawn 20 times. The system needs to be changed so that the ticket counters are shared for all units of each sides.
as the title says, i've tried using the set radio channel module, and it does not work.
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 :)
Making one.
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