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bwmf's Issues

Implement 1Tac's Respawn UI?

I've been wanting to do this for ages. Snipper at 1tac has a respawn UI for admins so that they can dynamically respawn dead players for reinforcements. The code can be found here. I don't know what work would need to be done to implement it into our framework or update it, but I'm just throwing it out there to see if anybody is interested in taking a look at it.

https://github.com/Sniperhid/1Tac-F3/tree/master/f/respawn

Add terrain signal loss back to framework

Now that we have our more "reliable" 343s, we should consider adding terrain loss back to the framework (should help keep some of the "Your firearm goes 600m over there in check)

Russian Radios

Russian_standard has fucked radios. FTL needs a 343 instead of 148.
and there is a += in backpackitems for the SL. He should also not have a 117F

class rhs_msv_sergeant: rhs_msv_Officer {// SL
backpackItems[] += {"ACE_key_east","ACRE_PRC117F","Chemlight_red:2","ACRE_PRC343","ACE_Flashlight_KSF1"};
linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","NVgoggles","ACE_Vector","ItemGPS"};
items[] = {"ACRE_PRC148","ACE_microDAGR","ACE_MapTools"};
};

Eden Integration

What features do we want/need to integrate into Eden?

For example:

- Markers for units Done
- Briefings Done a while ago
- Can loadouts be easily integrated? I'm scared of arsenal. Done
- In that same vein I'm not sure if radios should be due to the ease at which things could be broken Done, fuck you

  • What else am I missing?, Spectate, respawn?

Spectator improvements.

I think I just don't spend much time in spectator I guess, but lately been dying earlier so noticing these things.

  1. Not an easy to way to collapse the player/unit list unless I change to a side that's not on the map. I wanted to hide the UI elements and I had to switch to a side that wasn't on the map to get rid of the list.

  2. Spectaing: Dead at the top of the screen. Probably says whoever I'm watching. This either needs to not be there or it needs to be hideable. Maybe just a hide UI button or some such.

Reduce bleeding/pain coefficients

Due to the changes in ACE, people have been bleeding out super fast, and getting extreme pain after receiving small wounds.

Current values:
Bleeding: 5x
Pain: 1x

Purposed values:
Bleeding: 1.5x
Pain: 0.75x

Delta-Foxtrot squads for all factions

Currently, Only BLUFOR has Delta, Echo, and Foxtrot squads included by default and properly setup. It would be very helpful if all factions had these squads by default, considering our increasing player count.

MSV updates

  • move MSV to new Holo sight as default (old sight will become alt_optics)
  • add fast smoke (should we just replace red smoke with it, since red smoke is pretty useless since it bounces)
  • fix Spetz team radio channel
  • Spetz team should be called "Recon" when referenced in-game (groupID)

stringable.xml Redundant?

Stringable.xml seems kinda redundant, adds an extra file to the main folder and is only used for mission parameter text.

Replace with defines or directly put the strings in description.ext?

Increase basic medical bleedout by 10x

In basic medical, it's really hard to bleed out, and most injuries are inconsequential. By increasing bleed rate, it'll make injuries more severe and prevent people from lying on the ground, bleeding out for 10 minutes.

Vehicle Gear

Undefined vehicle factions need to revert to side.

All west should go to blu_f
All ind should go to ind_f
All east should go to rhs_faction_msv

Mod the framework

We obviously need to wait on some Eden kinks to be worked out, but with POTATO updates we may want to consider moving some guts of the framework to a mod format for easier updating of missions. Should take some stress off mission-makers when certain things break.

So the question is what can and cannot be incorporated into a mod? I understand the respawn system may not be able to.

ACRE2 Version 889 quirks

  • Let's disable terrain interference for now. (Will resolve the majority of 343 complaints in the short term)

If we want to go down this road we could look into tweaking radio configs for our playstyle, but it may be more trouble than it's worth.

Alternatively, consider replacing 343s with 152s until a better squad-level radio is available.

Full-Duplex

Should we consider switching to full-duplex for better radio comms? Gameplay over realism?

Weapon Squad Lead has only 1 long range radio

Since he is a Squad Lead he only has one radio. This is an issue since the weapons squad has long range radios for the leader, and if the WSL has a long range they can stay on FIRES to communicate.

Fix: Switch from Squad Leader to a Platoon Leader unit

ACRE Mute Spectators

For some reason the mute spectators button in this spectator script is hard bound to P. I got frustrated last night trying to mute the spectators to get some footage/watch in peace but listen to those in-game. My default ACRE bind (CTRL+SHIFT+DOWNARROW) was not working. I suggest we change this back to following the ACRE keybinds.

MAT Radios

MAT and Mortar gunner/spotters don't have 343s in their item call.

"End" of mission timer

Create an easy way for mission makers to create an end of mission timer, that (given minute timer) pop up a message when the times up. Should allow for SS inclusive/exclusive.

Spectator ACRE mute compatibility

If someone gets a chance before me, this easy fix should solve the problem with mute having weird behavior.
Replace this:

 if ([_key, _args select 2, _args select 3, _args select 4] call f_cam_checkAcreMute) then {
      f_cam_muteSpectators = !f_cam_muteSpectators;
      if (isClass(configFile >> "CfgPatches" >> "acre_main")) then {
        [f_cam_muteSpectators] call acre_api_fnc_setSpectator;
      };
    };

With this:

 if ([_key, _args select 2, _args select 3, _args select 4] call f_cam_checkAcreMute) then {
      [] call acre_sys_core_fnc_toggleHeadset;
    };

Group Markers

Need to be JIP compatible.
Sometimes desync or some other factor makes them not visible to random people.
Need to attach them to all GUIs available.

Vanilla Arma 3 Loadouts

Who wants to make some vanilla Arma 3 loadouts for this month in-case all the mods break with the next patch?

I think it would be nice to have anyway just in-case anything does break at anytime.

Removal of DAC?

Now that ALiVE supports multiple HC's out of the box do we want to go ahead and remove DAC from the framework? This includes the parameters we built for it as well.

ACE Spectator

Can we get a test mission with this over Pabst spectator to test? Pabst spectator is 2 years old and has had 0 significant updates. If it's a viable replacement we need to look into it.

Gear redundancy

Recently we added a check that if gear was not found for a unit the gear would default to that unit's config gear to better combat situations where mods were removed. This appears to pose a problem with ALiVE in that we don't have as easy control over what units are spawned in. It may be better to consider defaulting all units to a specific loadout per side if their class/gear is not found. We could use vanilla gear for this case if needed.

Loadout improvements and expansions

  • Remove add launcher macro from all loadouts/common (causes Rap issue)
  • Add community loadouts
  • there was something else I wanted to add here....

Update framework for use with Advanced Medical

Tasks:

  • Create branch for advanced medical changes/testing
  • Add CFR (Combat First Responder) to loadout (replaces a rifleman in the 6 man FTs, what unit should we use?)
  • Update loadouts with new medical loadouts (as detailed by Hypo in AdvMed Discussion)
  • Update ACE Medical module with AdvMed settings (copy from the second iteration of Soviet's medical test mission)
  • Update fireteam coloring
  • ยฟGive CFRs their own map markers?
  • Update respawn to handle CFRs (and update the way riflemen are handled)
  • Create a targeted, concise, and informative briefing tab for Advanced Medical.

Loadout test

Mission World Author Objects Size State Staging
aaf_f2000_digi.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐ŸŸข
brit_hk416_bs_apex.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐Ÿ”ด
brit_hk416_gs_apex.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐Ÿ”ด
brit_l85_ddpm.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐Ÿ”ด
brit_l85_mtp.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐Ÿ”ด
brit_l85_wdpm.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐Ÿ”ด
brit_mx_bs.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐ŸŸข
brit_mx_gs_apex.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐ŸŸข
can_m16_cpd.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐Ÿ”ด
can_m16_cpw.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐Ÿ”ด
chi_qbz95_universal_apex.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐ŸŸข
csat_qbz95_ghex_apex.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐ŸŸข
csat_qbz95_hex_apex.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐ŸŸข
csat_qbz95_uhex_apex.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐ŸŸข
csat_sama_hex.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐ŸŸข
csat_sama_uhex.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐ŸŸข
cz_B805_m95d.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐ŸŸข
cz_B805_m95w.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐ŸŸข
cz_vz58_m95d.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐Ÿ”ด
cz_vz58_m95w.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐Ÿ”ด
fia_tar21_gur.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐ŸŸข
fin_ak103_m05s.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐Ÿ”ด
fin_ak103_m05w.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐Ÿ”ด
ger_g36_fleck.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐Ÿ”ด
ger_g36_tropen.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐Ÿ”ด
ger_g38_fleck.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐Ÿ”ด
ger_g38_tropen.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐Ÿ”ด
idf_tar21_oli.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐Ÿ”ด
no_hk416_m03.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐Ÿ”ด
no_hk416_m98.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐Ÿ”ด
reb_ak47_desert.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐Ÿ”ด
ru_ak74_desert.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐ŸŸข
ru_ak74_emr.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐ŸŸข
ru_ak74_floral.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐ŸŸข
ukr_ak74_ddpm.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐ŸŸข
ukr_ak74_ttsko.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐ŸŸข
us63_m14_erdl.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐Ÿ”ด
usmc_m16_marpatd.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐Ÿ”ด
usmc_m16_marpatw.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐Ÿ”ด
us_hk416_marpatd.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐Ÿ”ด
us_hk416_marpatw.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐Ÿ”ด
us_hk416_mtp_apex.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐Ÿ”ด
us_hk416_trop_apex.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐Ÿ”ด
us_m16a2_m81.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐Ÿ”ด
us_m16_m81.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐Ÿ”ด
us_m4_ocp.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐Ÿ”ด
us_m4_ucp.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐Ÿ”ด
us_mx_mtp.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐ŸŸข
us_mx_trop_apex.Stratis Stratis *** Insert author name here. *** 0 33kB ๐ŸŸข ๐ŸŸข
2021-08-14 03:59:55.094403

brit_hk416_bs_apex.Stratis:
  staging-config: [Missing weapon] ace_compat_rhs_usf3_tow_carry
brit_hk416_gs_apex.Stratis:
  staging-config: [Missing weapon] ace_compat_rhs_usf3_tow_carry
brit_l85_ddpm.Stratis:
  staging-config: [Missing weapon] rhs_weap_fim92
brit_l85_mtp.Stratis:
  staging-config: [Missing weapon] rhs_weap_fim92
brit_l85_wdpm.Stratis:
  staging-config: [Missing weapon] rhs_weap_fim92
can_m16_cpd.Stratis:
  staging-config: [Missing weapon] rhs_weap_m16a4_imod
can_m16_cpw.Stratis:
  staging-config: [Missing weapon] rhs_weap_m16a4_imod
cz_vz58_m95d.Stratis:
  staging-config: [Missing magazine] rhsgref_20rnd_765x17_vz61
cz_vz58_m95w.Stratis:
  staging-config: [Missing magazine] rhsgref_20rnd_765x17_vz61
fin_ak103_m05s.Stratis:
  staging-config: [Missing weapon] rhs_weap_m72a7
fin_ak103_m05w.Stratis:
  staging-config: [Missing weapon] rhs_weap_m72a7
ger_g36_fleck.Stratis:
  staging-config: [Missing weapon] rhsusf_opscore_fg_pelt
ger_g36_tropen.Stratis:
  staging-config: [Missing weapon] rhsusf_opscore_ut_pelt
ger_g38_fleck.Stratis:
  staging-config: [Missing weapon] rhsusf_opscore_fg_pelt
ger_g38_tropen.Stratis:
  staging-config: [Missing weapon] rhsusf_opscore_ut_pelt
idf_tar21_oli.Stratis:
  staging-config: [Missing weapon] rhsusf_weap_glock17g4
no_hk416_m03.Stratis:
  staging-config: [Missing weapon] rhs_weap_hk416d145
no_hk416_m98.Stratis:
  staging-config: [Missing weapon] rhs_weap_hk416d145
reb_ak47_desert.Stratis:
  staging-config: [Missing weapon] rhs_weap_m70b1
us63_m14_erdl.Stratis:
  staging-config: [Missing weapon] rhs_uniform_bdu_erdl
usmc_m16_marpatd.Stratis:
  staging-config: [Missing weapon] rhs_uniform_frog01_d
usmc_m16_marpatw.Stratis:
  staging-config: [Missing weapon] rhs_uniform_frog01_wd
us_hk416_marpatd.Stratis:
  staging-config: [Missing weapon] rhs_weap_hk416d145
us_hk416_marpatw.Stratis:
  staging-config: [Missing weapon] rhs_weap_hk416d145
us_hk416_mtp_apex.Stratis:
  staging-config: [Missing weapon] ace_compat_rhs_usf3_tow_carry
us_hk416_trop_apex.Stratis:
  staging-config: [Missing weapon] ace_compat_rhs_usf3_tow_carry
us_m16a2_m81.Stratis:
  staging-config: [Missing weapon] rhsusf_weap_m1911a1
us_m16_m81.Stratis:
  staging-config: [Missing weapon] rhs_weap_m16a4_carryhandle
us_m4_ocp.Stratis:
  staging-config: [Missing weapon] rhs_uniform_cu_ocp
us_m4_ucp.Stratis:
  staging-config: [Missing weapon] rhs_uniform_cu_ucp

Tested 49 missions in 1.3s

Extract some of the configs from description.ext to their own folder

We should probably have a configs folder in the framework with files for CfgFunctions, Params, Ace_Settings, and XEHs. This should declutter description.ext, and have each file specific to a category, for easy editing.

Things to consider:

  1. Should we move the CfgLoadout file? The purist in me says, yes we should, but on a practical level mission makers edit this all the time and I don't want to add any pain to their process.
  2. Should we move CfgRespawnTemplates to the f\spect\config.hpp file? All the spectator stuff bundled together?

Class "Helipilot_F" receives duplicate vehicle key

KEY_WEST (or any key for its corresponding faction) is duplicated for helicopter pilots and crew members due to it being defined in LEADER_TOOLS (which these classes receive) while also being added manually to their backpackItems[] class.

A very small issue with a very simple fix.

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