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fnf's Issues

Add key press to hide all of spectator ui

Backspace only hides a portion of the spectator ui, would be nice for the rest of the ACE spectator ui to be hidden as well for screenshot taking and etc. Also hide 3D objective markers.

Create new unflip functionality

Create FNF-specific unflip function that allows players to reset vehicles to an upright position in-game through an Add Action (or change to space-action).

Please do not use vanilla vehicles vs RHS vehicles or MAT

EU round 3

Vanilla vehicles vs RHS weaponry put RHS MAT at a big disadvantage, less effective against vanilla vehicle's armor

Suggest pairing vanilla MAT / statics against vanilla vehicle assets

FNF_FLying-FINN_ViLaBaoPoLa_24_September_2020_Uplink_EU.vt7

allow viewing of details about side assets during safe start

Allow players, during safe start, via addaction or briefing button, to open a display showing info about the vehicles their side has available.

  • seats
  • weapons
  • ammo

Info reflected should be gathered from the actual vehicles, rather than read entirely from config, to accurately reflect any scripting or editor changes made to them procedurally or for balancing.

This allows crews, element leads, passengers, and command to make better strategic decisions based on the firepower allocated to their team.

Test mission time left accounting for admin changes in safe start time

What needs to be tested:

A variable was added a bit ago to track how long safe start lasted, and then adjust the mission timer based on that variable. Variable gets created on server and sent to other clients here:

https://github.com/Mjolnir64/FNF/blob/b4210db5d91de3a79d1377f095369a4b15956a48/FNF_MissionTemplate.VR/server/init/fn_serverSafety.sqf#L26

Variable was added to the server's check of the time remaining here:
https://github.com/Mjolnir64/FNF/blob/b4210db5d91de3a79d1377f095369a4b15956a48/FNF_MissionTemplate.VR/server/end/fn_checkTime.sqf#L6

Variable was added to the client's check of the time remaining here:
https://github.com/Mjolnir64/FNF/blob/b4210db5d91de3a79d1377f095369a4b15956a48/FNF_MissionTemplate.VR/client/misc/fn_clientTime.sqf#L8

Expected behavior of the test:
The client mission time left display and the server mission timer should take into account the actual safe start time, rather than the safe start time set in the mission config.

Staff UI designations during safe start

UI Labels
Applied during safe start only
Make it clear that staff are present and available for questions and assistance where players need it
Fades after safe start to provide normal gameplay

Reloading in Safe Start Bug

Describe the bug
Reloading during safe start destroys a magazine.

To Reproduce
Steps to reproduce the behavior:

  1. Select any role.
  2. Press reload key during safe start.
  3. Watch as your magazine counter decrements by 1; congrats, you've lost a magazine!

Expected behavior
Reloading should probably not banish one magazine to the shadow realm.

Screenshots
N/A

Desktop (please complete the following information):

  • OS: Windows

Increase safe start time for company structure

New Company > PLT structure warrants longer safe start time.

20 or 25 minutes would offer time for CO to PLT, and PLT to SL, and maneuver.

this would extend total segment time by 15 or 30 minutes

Test latest rewrite of the gear selector

What needs to be tested:
The gear selector was rewritten a few weeks ago. I tested a bunch myself, but I want some more testing before pushing it into a release.

The selector init (https://github.com/Mjolnir64/FNF/blob/dev/FNF_MissionTemplate.VR/client/loadout/selector/fn_selector_init.sqf) is called from the client init after the player's loadout gets assigned: https://github.com/Mjolnir64/FNF/blob/f5d894bd405dc3627b7bdf40bbae66933856d708/FNF_MissionTemplate.VR/client/init/fn_clientInit.sqf#L19

This is how each component of the selector works:

  1. Selectable primary weapons are set via the array 'phx_selector_weapons', which is a part of the weapon sets. This array is a 2d array, with each element containing an array with at least a weapon class, but can also contain up to 2 magazine classes, which are the magazines used for the weapon. If no magazines are specified, the system will use whatever magazines the player spawned with, so weapons with compatible magazines don't need to have magazines listed in the selector array. By default, the following roles are not allowed to switch weapons: AR, MG, Marksman, Pilot. Main thing to test here is to make sure the player isn't able to duplicate ammo or weapons.

Selector weapons function:
https://github.com/Mjolnir64/FNF/blob/f5d894bd405dc3627b7bdf40bbae66933856d708/FNF_MissionTemplate.VR/client/loadout/selector/fn_selector_weapons.sqf

  1. Selectable optics are set via the array 'phx_selector_optics' and 'phx_selector_magOptics' when magnified optics are allowed (phx_selector_magOptics gets appended to phx_selector_optics) here: https://github.com/Mjolnir64/FNF/blob/f5d894bd405dc3627b7bdf40bbae66933856d708/FNF_MissionTemplate.VR/client/loadout/fn_initLoadout.sqf#L60-L61

If an optic within 'phx_selector_optics' is compatible with the player's primary weapon, they will be able to select it.

Selector optics function:
https://github.com/Mjolnir64/FNF/blob/f5d894bd405dc3627b7bdf40bbae66933856d708/FNF_MissionTemplate.VR/client/loadout/selector/fn_selector_optics.sqf

  1. Combat Engineer selectable charges are set via the array 'phx_selector_explosives' here: https://github.com/Mjolnir64/FNF/blob/f5d894bd405dc3627b7bdf40bbae66933856d708/FNF_MissionTemplate.VR/client/loadout/fn_initLoadout.sqf#L62-L67

'phx_selector_explosives ' is a 2d array with each element containing a selectable charge loadout. The first element of each of those arrays is a text description of the loadout, with any further elements being the charge class and number to add.

The selector first checks if the player has all of the items contained within their old charge loadout (tracked with the variable 'phx_selector_currentExplosives') before switching charge loadouts. This is to prevent duping. Like with the weapon selector, main thing to test here is item duping.

Selector charge function:
https://github.com/Mjolnir64/FNF/blob/f5d894bd405dc3627b7bdf40bbae66933856d708/FNF_MissionTemplate.VR/client/loadout/selector/fn_selector_charges.sqf

Expected behavior of the test:
Players should be able to switch their weapon, optic and charge loadout (if CE) without being able to duplicate any items. Local testing is sufficient for this.

Leaflets support for upcoming events / media

// server init
{
    for "_i" from 1 to 10 do {
        _leaflet = createVehicle ["Leaflet_05_New_F", getpos leader _x, [], 30];
        ["init", [_leaflet,"Custom_01"]] call BIS_fnc_initLeaflet;
    };
    for "_i" from 1 to 10 do {
        _leaflet = createVehicle ["Leaflet_05_New_F", getpos leader _x, [], 30];
        ["init", [_leaflet,"Custom_02"]] call BIS_fnc_initLeaflet;
    }
} forEach allGroups;
// description.ext
class CfgLeaflets
{
	class Custom_01
	{
		text = "StructuredText";
		texture = "media\image.paa";

	};
	class Custom_02
	{
		text = "StructuredText2";
		texture = "media\image2.paa";
	};
};

Enhanced Movement Rework not configured for WW2

Problem Statement
Enhanced Movement Reworks blacklist is not up to date for WW2. The default blacklist included in the mod only blacklists vanilla objects (i.e. barbed wire fence, razorwire). Meaning that maps using the WW2 barbwire lets the player just vault over the wire.

To Reproduce
Steps to reproduce the behavior:

  1. Open up the WW2 template mission file
  2. Place barbedwire from WW2 mods
  3. Host local server and pick a slot
  4. Walk to barbedwire and vault over it.

Expected behavior
Player is stopped from vaulting over, simply jumps in front of the wire/fence

Additional context
String of objects that should be blocked by EMR. Can be put into cba_settings.sqf and fixes issue.

"Land_I44_Buildings_Barbedwire,Land_I44_Buildings_Barbedwire2,Land_WW2_Wire_Bruno,Land_WW2_Wire_2,WW2_BET_Bwire_2,WW2_BET_Bwire_3,WW2_BET_Bwire_4,Land_fow_Barbedwire,Land_I44_Buildings_Wirefence"

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