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antistasi's Introduction

Antistasi - SpaceHunnies Fork

Build Status

Experimental fork of the Antistasi mod for Arma 3.

Principles

  • Different setting - late Cold War.
  • Will include a companion mod that includes components of RHS (USAF/AFRF/GREF) and CUP (Units/Vehicles/Weapons).
  • Cleaner, simpler code
  • A guerilla game, not a guerilla simulator
  • All choices should be interesting
  • Faster meta progression but slower tactical progression than stock Antistasi

antistasi's People

Contributors

nateberkopec avatar aefreedman avatar

Watchers

James Cloos avatar  avatar  avatar GeekwithBadge avatar

antistasi's Issues

Loading into game in role slot other than Officer gives error

Selected a different role slot and got this:

_leader = _possibleLeaders select 0;
_leader setvariable ["BIS_HC_scope",_log>
20:54:49   Error position: <_leader setvariable ["BIS_HC_scope",_log>
20:54:49   Error Undefined variable in expression: _leader

Fix scaling on Traitor mission failure penalty

In as_traidor.sqf the penalty for ignoring the mission is losing 1/3 of your HR and money.

  if (dateToNumber date > _fechalimnum) then
    {
    _hrT = server getVariable "hr";
    _resourcesFIAT = server getVariable "resourcesFIA";
    [-1*(round(_hrT/3)),-1*(round(_resourcesFIAT/3))] remoteExec ["resourcesFIA",2];
    }

Let the player know how much they're hurting AAF

One of the core mechanics that goes on in the background is the AAF resource pool - destroying tanks, APCS, roadblocks, outposts, factories etc means the AAF spends resources to replace them. This is not obvious on first playthroughs so you don't even realize that just blowing up AAF stuff is a decent strategy.

The only feedback right now that tells you "blowing up AAF is gud b/c they're spending money just like you to replace it" is the "intel found" random event at flags.

AI Units can spawn without weapons

Since you can't control AI with ACE anymore, this is a problem.

23:45:08 "primary: ; items: ["""","""","""",""""]; secondary: "
23:45:08 "lost cover: B Alpha 1-2:4"
23:45:08 Inventory item with given name: [] not found
23:45:11 "unit undercover: B Alpha 1-2:3"
23:45:11 "primary: ; items: ["""","""","""",""""]; secondary: "
23:45:11 "lost cover: B Alpha 1-2:3"
23:45:11 Trying to add inventory item with empty name to object [Rifleman]
23:45:11 Inventory item with given name: [] not found```


```23:45:28 "unit undercover: B Alpha 1-2:2"
23:45:28 "primary: rhs_weap_svds; items: ["""","""",""rhs_acc_pso1m2"",""""]; secondary: rhs_weap_rpg26"
23:45:28 "lost cover: B Alpha 1-2:2"
23:45:28 Inventory item with given name: [] not found```

Revise player capability progression

Player Capabilities

  • Short range small arms - AK74U, Makarov, etc (Tier 1)
  • Medium range automatic small arms - AK74M (Tier 2)
  • Long range small arms - SVD (Tier 3)
  • Long range optics for small arms - (Tier 4)
  • Squad automatic weapons - (Tier 3)
  • Grenades - (Tier 2)
  • Low-tier AT/AA launchers - (AV Tier 2)
  • Guided AT launchers - (AV Tier 3)
  • Guided AA launchers - (AV Tier 3)
  • AT mines/static explosives - (AV Tier 1)
  • NVGs - (Nightfighting capability)
  • Silencers (?) - (Unsure, tier depends on how much this affects AI)
  • Rangefinder (?) - (AV Tier 3)
  • UAV - (Tier 4)
  • Grenade launcher - (Tier 3)
  • Personal armor (chest/head) - (Tier 4)
  • 50 caliber - mounted or static - (Tier 4, AV Tier 2)
  • Heavily armed technicals - AA, AT - (AV Tier 3)
  • Unarmed helicopters - (High squad mobility capability)
  • Light artillery (mortar) - (Tier 4)
  • Heavy artillery (howitzer, 100mm+) (Too powerful? Is the current system (NATO-only) balanced?)

Tier 1 - Can only take down isolated patrols at short range
Tier 2 - Can only take down patrols at long range - roadblocks become viable but difficult targets
Tier 3 - Larger firefights become viable. Now have decent long range (400-800m) capability.
Tier 4 - Can take down most unarmored targets with efficiency.

AV Tier 1 - Can take down armored targets, but only statically. Ambush only.
AV Tier 2 - Can take down most vehicle targets, but with difficulty. Low anti-armor capability. Mostly ambushes.
AV Tier 3 - Can take down most armored targets with efficiency.

Stealable/non-purchasable capabilities

(Maybe have stuff spawn at bases like tanks, w/e as a reward for capture?)

Undefined variable in miembros in isMember.sqf

22:47:49 "Antistasi MP Client: JIP?: true"
22:47:49 "ae_/log: ERROR: [BIS_fnc_dynamicGroups] Unknown mode: InitializeGroup"
22:47:49 Error in expression <le ["owner",_this select 0];
if ((count miembros == 0) or ((getPlayerUID _obj) i>
22:47:49   Error position: <miembros == 0) or ((getPlayerUID _obj) i>
22:47:49   Error Undefined variable in expression: miembros
22:47:49 File mpmissions\__CUR_MP.Altis\orgPlayers\isMember.sqf, line 3
22:47:49 "Antistasi MP Client. JIP client finished"
22:48:18 [ACE] (advanced_ballistics) INFO: Finished terrain initialization in 134 seconds [world: Altis]```

Increase number of zones

Could provide a better sense of progress by increasing capturable zones/towns, with the additional areas being far easier to capture

Overhaul player rank system

It's completely cosmetic right now, which is not a problem. However, it's also very boring and opaque.

Options:

  • Add more ranks
  • Use a non-linear curve to determine points-to-next-rank
  • Make the level values and means of leveling up transparent
  • Tie secondary cosmetic options to player rank (#38)
  • Couple player rank to gameplay mechanics
  • Give the player freebies for having high ranks
  • Add a ladder and make it a side-competition
  • Modify mission rewards via player rank
  • Modify AAF or FIA capability by player rank

Caveats:

  • Any alteration to the Rank system that affects the gameplay systems (i.e. if rank becomes mechanically significant) should be implemented carefully and will have secondary effects that may not be obvious until hours into a game.

Can't do X with enemy units nearby radius decrease?

The current distance requirement for no enemy units to take actions (garrison, fast travel, undercover) feels too large in some cases.

It makes sense for Fast Travel, (does it?) since it's kind of a "cheaty" way to get around from place to place and currently only allows you to move between places already completely under FIA control.

Not being able to add garrisoned units when there are enemies nearby feels oddly restrictive and may only be because the garrison would likely get killed before making it there. (??)

artySupport.sqf sends wrong type to BIS_fnc_relPos

}
else
{
_rounds = round (_posicionTel distance _posicionTel2) / 10;
_roundsMax>
 0:33:00   Error position: <distance _posicionTel2) / 10;
_roundsMax>
 0:33:00   Error 0 elements provided, 3 expected
 0:33:00 File mpmissions\__CUR_MP.Altis\AI\artySupport.sqf, line 183
 0:33:00 Error in expression <alTypeAny [objNull,[]]) exitWith {_pos1 getDir _pos2};


#line 1 "A3\functions_f>
 0:33:00   Error position: <getDir _pos2};


#line 1 "A3\functions_f>
 0:33:00   Error 0 elements provided, 3 expected
 0:33:00 File A3\functions_f\geometry\fn_dirTo.sqf, line 16
 0:33:00 Error in expression <ipoArty == "BARRAGE") then
{
_mrkfin2 = createMarker [format ["Arty%1", random 1>
 0:33:00   Error position: <createMarker [format ["Arty%1", random 1>
 0:33:00   Error 0 elements provided, 3 expected
 0:33:00 File mpmissions\__CUR_MP.Altis\AI\artySupport.sqf, line 203
 0:33:01 Error in expression <
}
else
{
_rounds = round (_posicionTel distance _posicionTel2) / 10;
_roundsMax>
 0:33:01   Error position: <distance _posicionTel2) / 10;
_roundsMax>
 0:33:01   Error 0 elements provided, 3 expected
 0:33:01 File mpmissions\__CUR_MP.Altis\AI\artySupport.sqf, line 183
 0:33:01 Error in expression <ipoArty == "BARRAGE") then
{
_mrkfin2 = createMarker [format ["Arty%1", random 1>
 0:33:01   Error position: <createMarker [format ["Arty%1", random 1>
 0:33:01   Error 0 elements provided, 3 expected
 0:33:01 File mpmissions\__CUR_MP.Altis\AI\artySupport.sqf, line 203
 0:33:01 Error in expression <alTypeAny [objNull,[]]) exitWith {_pos1 getDir _pos2};


#line 1 "A3\functions_f>
 0:33:01   Error position: <getDir _pos2};


#line 1 "A3\functions_f>
 0:33:01   Error 0 elements provided, 3 expected
 0:33:01 File A3\functions_f\geometry\fn_dirTo.sqf, line 16
 0:33:08 "ae_/log: ERROR: [BIS_fnc_relPos] Error: type ARRAY, expected OBJECT, on index 0, in [[4419.84,12583.1,0],10,scalar NaN]"
 0:33:08 Error in expression <,_tipoMuni,1];
sleep 2;
_pos = [_pos,10,_ang + 5 - (random 10)] call BIS_fnc_rel>
 0:33:08   Error position: <_ang + 5 - (random 10)] call BIS_fnc_rel>
 0:33:08   Error Undefined variable in expression: _ang
 0:33:08 File mpmissions\__CUR_MP.Altis\AI\artySupport.sqf, line 261```

Implement easy ways to change gameplay balance

"MIDI controller for Antistasi"

There's difference in opinions on whether gameplay variables should be centralized, or exposed and local. Centralizing everything can become confusing when the variables are out of context. Local can be tedious when you want to make changes.

This would also make having multiple game modes easy to implement. It makes testing way easier, more importantly.

Remove "time wasters" in favor of "accelerators"

In line with principles for the Space Hunnies rework of Antistasi, a lot of the negative feedback to player choices should be either removed/reduced or heavily counterbalanced by much stronger rewards.

In general the balance of Vanilla Antistasi punishes you heavily for any poor choice by requiring to schlepp around the island for an additional 30-60 minutes, or lose resources equivalent to that amount of time.

The idea is to encourage the player to do well and make doing well feel rewarding, but make the punishment for failure obvious in itself without needing to slap the player with -10 HR -$1000 penalties (as an example).

Hype the cool shit.

Rework mission requests

  • Any mission type which requires an external circumstance cannot be requested (e.g. Convoy, Supply Recovery, Traitor). Failure consequences are high.
  • Mission types which require external circumstances spawn randomly and often - perhaps 3-4 active at one time, and consequences for not attempting the mission should be low but painful (think of how XCOM implements this - not doing missions increases a disorder resource).

Patrol truck AI woes

Driver just drives in circles. Should get out and fight.

Sometimes AI get back in the truck, even when driver is ded.

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