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View Code? Open in Web Editor NEWARCOMM Mission Template.
ARCOMM Mission Template.
At the moment enabling respawns can be a pain for a newbie. It would be quite easy to implement the sandbox terrains class and automatically generate the respawn position and arsenal box etc.
class CfgSandboxTerrains
{
class VR { startingPosition[] = {1770.84,1782.24,0}; };
class utes { startingPosition[] = {3557.51,3540.61,0}; };
class Sara { startingPosition[] = {9544.64,9870.59,0}; };
class fallujah { startingPosition[] = {7974.31,1823.33,0}; };
class Chernarus { startingPosition[] = {4784.32,10114.9,0}; };
class Chernarus_Summer { startingPosition[] = {4784.32,10114.9,0}; };
class clafghan { startingPosition[] = {15526.2,805.362,0}; };
class Caribou { startingPosition[] = {1815.63,3444.9,0}; };
class Takistan { startingPosition[] = {8257.67,2138.92,0}; };
class Zargabad { startingPosition[] = {3562.25,4093.43,0}; };
class Desert_E { startingPosition[] = {508.152,1001.19,0}; };
class ProvingGrounds_PMC { startingPosition[] = {1169.49,1815.44,0}; };
class Shapur_BAF { startingPosition[] = {739.331,364.626,0}; };
class mbg_celle2 { startingPosition[] = {7775.92,1381.63,0}; };
class Stratis { startingPosition[] = {1903.85,5743.62,0}; };
class bozcaada { startingPosition[] = {7794.15,12454.1,0}; };
class Lost { startingPosition[] = {7736.76,6453.64,0}; };
class LostW { startingPosition[] = {7736.76,6453.64,0}; };
class Kunduz { startingPosition[] = {2497.57,127.747,0}; };
class Altis { startingPosition[] = {9181.4,21649,0}; };
class lingor3 { startingPosition[] = {4161.52,1641.84,0}; };
class panthera3 { startingPosition[] = {8604.66,4826.6,0}; };
class vt5 { startingPosition[] = {238.369,457.755,0}; };
class mske { startingPosition[] = {8062.16,9936.9,0}; };
};
For example a CO might need two 148's - currently this is not possible in the radio config. I don't want to make the config anymore confusing for people, so maybe just add the loadout name again to add it again for example {'co', 'co'}
then in the script just add the count of the element.
Right now the new 3D tracers option tracks all (filtered) units on the map regardless of distance or state so it can get quite laggy with lots of AI. What we could do however is only track units that are in the view of the spectator camera. This would be too laggy on an every frame update so it would have to be delayed but essentially it could loop all units and if the unit is in view of the camera then add them to the tracer tracker, else forcefully remove them from the tracker.
All feature requests go here.
After changing it to the new PFH version, markers are no longer working as intended. Issues arise when:
JIP players enter spectator mode (tested on old framework however). This might be a quick fix but I doubt it. This could actually be related to #19 since I'm guessing JIP player has different attributes so the game thinks it's a dead player thus entering spectator on spawn - unless that's the behavior of respawn type 4 ("GROUP").
Currently this is a bit broken in branch aiGear
. We'll release 1.1.2
with the working probability setup and at a later date when this new system is fully working we'll implement it then.
Fireteam colors sometimes don't work, no idea why.
When loading into the game for the first time (dedicated server) your loadout is applied. If you exit, pick another slot and load back in your loadout isn't applied.
This is a weird bug, but some people have reported the UI breaking while in first person so there may be some stuff going on that conflicts with the auto-sizing on the buttons.
I don't know how much testing went into the ACRE Reveal function recently but when I tested it a couple of months back, it was extremely overpowered in the sense that AI could hear you from a hundred meters away and immediately get a knowsAbout value of 1, which would lead to them tracking you through walls and being able to shoot immediately once you pop your head out. Just something to consider, again, don't know if this was tested beforehand or not.
Why do we have to set these up manually? Automation is the future, let the game play itself..
Need to make a complex COOP and TVT mission using the new framework and test during an off-day.
Need to have more units on the map per faction to cater to almost every mission need. For example more MMG teams, AT teams etc. This also could introduce a standard naming system such as Phantom 1-n for air crews etc.
When zoomed in on a group you can always see the group marker overlapping the player's name.
Make spectator tags switchable between players, west, east, resistance or all units.
Example: A1 uses red and green, A2 blue and yellow etc.
Since we're using 3 6-man fireteams we'll have to review available colors.
Edited by tryteyker/CER10TY for clarity
Ive not tested this on the server however both start both functions fn_setupAI and fn_applyLoadout that are called by xeh start with the line
if (!isServer) exitWith {};
Unfortunately all zeus placed units are local to the zeus controller. So this will always return true when zeus places units on a dedicated server .
It's worth testing as it cant be tested locally and needs to be uploaded onto the server to be sure.
If i had any ideas of a work around i would have submitted it befor the udpate sorry =<
f\ui\defines.hpp
has a lot of wasted lines. Things like the following need to be shortened to reduce size and keep my OCD at bay.
From this:
colorSelectRight[] =
{
0,
0,
0,
1
};
To this:
colorSelectRight[] = {0,0,0,1};
Preferably spaces between =
.
This could be laggy but I think seeing 3D tracers using drawLine3D
in spectator would be interesting. There's already a script I use to test ARC_AI so I'll see if I can turn it into something usable.
We're moving to spaces indentation for consistent spacing. We might be able to get a program to do this all for us but there's no many different ways people do it I can't pick one.
Currently only BLUFOR are done. OPFOR needs to be Russian and INDFOR some kind of rebel force with HLC AK's. Also all loadouts need to be balanced (every rifleman on each team has the same number of mags etc.)
As per session townhall yesterday we need to work on briefing timer. What I've noticed is that ARC_fnc_hint basically uses hintSilent (which runs for 30 seconds until it disappears, engine-wise) and shuts it down after N duration specified.
I'd personally switch over to hint (for a ping) and letting it run for 30 seconds before running it again, as this guarantees that players will continously see the hint and get a ping every 30 seconds reminding them that safestart is on.
Something similar to the ShackTac HUD's compass. Perhaps make it a toggle as well.
If a unit is spawned and is of type machine gunner or anti-tank then the appropriate gear needs to be assigned as apposed to random gear.
Maybe change CO to CoyHQ, rework some specialist colors. Ongoing.
Headers inside of briefing aren't showing up. Probably an easy fix. Issue reported by Ed.
Currently the mission.sqm stores information about the camera in the Eden editor which means moving around in the editor will cause un-staged changes. We should be able to use gitattributes to ignore certain lines of code in the mission.sqm but I'm a git novice.
The current group class structure is a bit long and it could be a pain to expand it in the future. There needs to be a very efficient way of structuring the groups so that we have a universal class to be used in the platoon roster, comm plan, map markers etc. I'm not too sure how to properly structure this since I don't really want to have hard coded groups since adding groups in the future would be a lot of work and if a mission maker wants a custom group that's not there it could be quite difficult for them to implement.
Need reliable ACRE implementation. Bug where people can't hear others has been localized to the framework.
Getting this spammed in the RPT. Not sure what it's caused from.. Didn't see it on the old framework.
10:20:55 Server: Object 3:371 not found (message Type_125)
10:20:55 Server: Object 3:372 not found (message Type_112)
10:20:55 Server: Object 3:373 not found (message Type_119)
10:20:55 Server: Object 3:374 not found (message Type_119)
10:20:55 Server: Object 3:375 not found (message Type_119)
10:20:55 Server: Object 3:376 not found (message Type_125)
10:20:55 Server: Object 3:377 not found (message Type_112)
10:20:55 Server: Object 5:176 not found (message Type_417)
10:20:55 Server: Object 5:179 not found (message Type_91)
10:20:55 Server: Object 5:177 not found (message Type_119)
10:20:55 Server: Object 3:378 not found (message Type_119)
10:20:55 Server: Object 3:384 not found (message Type_91)
10:20:55 Server: Object 3:380 not found (message Type_119)
10:20:55 Server: Object 3:381 not found (message Type_125)
10:20:55 Server: Object 3:382 not found (message Type_112)
10:20:55 Server: Object 3:383 not found (message Type_119)
10:20:55 Server: Object 3:386 not found (message Type_419)
10:20:55 Server: Object 3:385 not found (message Type_119)
10:20:55 Server: Object 3:388 not found (message Type_91)
COM, AM, BM, CM, etc medic marks. Will be black marks to differentiate from squad.
FT member markers fade way too quickly making them obsolete for map usage. Suggesting to increase it to 250m
Tracers don't work for all players/AI. Maybe need to test this on the server more.
The only way to change the order of units in the lobby is to change the order they appear in the mission.sqm
however this is painfully slow to do. We need a third-party program that can edit the file and allow us to copy items, re-order them and edit their attributes. The file is like a cpp
file so we might be able to get a parser somewhere.
Possibly linked to the private _itemType = _class call BIS_fnc_itemType;
Also the AT is not being given to AT soldiers other than when it is randomly assigned.
This is a weird bug. This needs extensive testing to locate the problem. Lots of diag_log
to do. My theory is that a JIP player doesn't have the same attributes as a non-JIP player so when a dozen checks/waitUntil's for non-JIP attributes happens it pauses any further execution.
Doesn't happen when not in sandbox mode however (respawn and sandbox disabled in description.ext
) so it may be coming from some extra respawn malarkey thrown in there or something to do with setting up the sandbox environment like teleporting player to starting position, group markers etc.
In order to fix the crazy wind problem, the mission must have wind set to manual. This enhancement basically needs to execute some preInit
code to forcefully switch wind to manual.
SMAW Spotting scope is missing, unable to range SMAW without it. Fixed range of 250m which can be a pain.
The AI skill should ideally be hard coded since ARC_AI handles the skill ranges. In the framework it should set all skills to 1 for every AI unit and any units created later on in the mission (use Zeus events and ignore MCC since it uses GAIA anyway).
An easy fix. When mission loads, units are created on server and the loadout applies. When Zeus spawns units they are local to the curator so the script exits. I can't really see any problems occurring from removing the if (!isServer) exitWith {};
. Thoughts @CER10TY ?
In fact, only call the function where the given AI unit is local.
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