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hull3's Issues

SetDate broken

Set defaults in description.ext are ignored when you kick a mission. Causes what should be clear and full moon night to be clear and no moon. Meaning its so dark you can walk off the side of a carrier without knowing it.

Randomizing gear

Instead of variables, arrays should be used for gear, which would allow to randomize uniforms, vests and headgear etc.

How it is today:
headGear = "H_Cap_oli_hs";

Whats being suggested
headGear = {"H_Cap_oli_hs", "H_MilCap_gry"};

In the suggested example you would have 50% chance of getting either of the headgear assigned to the player.

Why is this a good idea?
It allows for a less static look on units, especially as we now have CUP units, which there is a big variety of how their vests and uniforms look (rolled up sleves etc).

It will also allow for a more ragtag milita look when its needed, and bit more of a realistic dynamic in general.

Implementing this might create backwards compability issues, but I know very little SQF, so there might be more.

Request to define uniform items

As per below, a way we can store stuff in the uniform, this will make assigning medical gear much nicer for A3 as you won't have to include bandages in magazines[] meaning less chance of people breaking medical gear assigns, proposed solution below.

    uniformMagazines[] = {
        {"bandages", 5}
    };
    magazines[] = {
        {"hlc_30Rnd_545x39_B_AK", 8},
        {"SmokeShell", 2},
        {"HandGrenade", 2}
    };
    vestMagazines[] = {
        {"hlc_30Rnd_545x39_B_AK", 8}
    };

This in theory means when you define uniformMagazines on the base classes, when you come to the AR you don't need to redefine the medical gear every time.

Thoughts?

Advanced ACRE2 features

As per admin discussion, just jotting down a few points for later reference, label enhancement as required, this isn't a bug.

CAR15_GEND.h broken

MMG has the wrong ammo for the issued M60.

Uniforms lack capacity for long range radios.

Probably other broken stuff given they are vanilla uniforms.

Redefine Overcast values to stop rain

Currently looking like this:

        {0.8,   0,      0,      0,      0,      0,      0.1,    0.2}, // Overcast (Calm)
        {0.8,   0,      0,      0,      0.25,   0.5,    0.25,   0.2}, // Overcast (Light Winds)
        {0.8,   0,      0,      0,      0.75,   1,      0.75,   0.2}, // Overcast (Strong Winds)

Proposing

        {0.49,   0,      0,      0,      0,      0,      0.1,    0.2}, // Overcast (Calm)
        {0.49,   0,      0,      0,      0.25,   0.5,    0.25,   0.2}, // Overcast (Light Winds)
        {0.49,   0,      0,      0,      0.75,   1,      0.75,   0.2}, // Overcast (Strong Winds)

Doesn't seem to ever rain on 0.49. Will pull and fix this after you've pushed GC + Safety confirm.

Hull safety timer on JIP looping script error

22:12:35 Error in expression <l3_mission_fnc_hasSafetyTimerEnded = {
(hull3_mission_safetyTimer select 0) && {>
22:12:35   Error position: <hull3_mission_safetyTimer select 0) && {>
22:12:35   Error Undefined variable in expression: hull3_mission_safetytimer
22:12:35 File x\ark\addons\hull3\mission_functions.sqf, line 235

JIP'd in to an AI unit which is AI during safety timer disable, assume that's the issue.

RPT Spam: Wrong color format #any

RPT is constantly getting spammed by this line: "Wrong color format #any". Happens in the new Eden 3D Editor.

Steps to reproduce:

  1. Boot up A3 with ARK modset.
  2. In main menu, go to editor and 3D editor.
  3. Place down a playable unit and maybe some AI dudes belonging to playable unit group.
  4. Hit Play Scenario.
  5. Once able, return back to the edior.
  6. Enjoy the RPT spam until you hit preview again or exit the editor.
  7. Before you do that, pressing M to open up 2D editor, you can see the Hull3 Fireteam Markers (small yellow triangles) represented on the units you placed down before as well as their position being updated on the map if you move the units around in the editor.

Dead players can't hear the living

5da6825

This doesn't seem to fire properly, if you manually add the file back in you can hear people in-game again once player is dead. Not sure if you want to look at this or we can just back burner it till ACRE2 swap comes in.

M4A1_USMC AAR Ammo

M4A1_USMC AAR ammo is the wrong ammo. AR is M27 IAR with 60 round STANAG, AAR has M249 SAW boxes.

Review weather/time sync

Especially for JIP.

Still seem to be having issues with this but we'll need to do some proper testing. Fog still seems inconsistent and hosts changing the weather doesn't seem to propagate correctly.

Possibly ForceWeatherChange isn't working as expect as I have to run it multiple times for it to sync to everyone.

disableRemoteSensors performance review

BI Post:

There are two new commands - disableRemoteSensors bool and bool = getRemoteSensorsDisabled

what are they good for:
- each unit needs many raycasts to determine whom it can see (this takes a lot of CPU time)
- most MP players do not really need the information if player #42 can see player #67

So this command will disable raycasts for remote (not local) unit that is in a group, that doesn't have any local units (you will not compute any raycasts for 85 remaining player)
and hopefully saves some CPU time.

- it will break knowsAbout script command (will not be updated), reveal should still work
- commands are local and can be used for both client or server
- state will be reseted when mission ends

Requirements:
You need perf client for this to work currently, might be worth kicking a few select people to update to it for testing purposes.

Impact:
None that I can see in terms of negatives, we don't use knowsAbout in admiral anywhere I believe. Kami, whats the best way to implement this, for short term can probably get away with sticking something in the mission init:

if (hasInterface) then {
    disableRemoteSensors true;
    };

Tweak safety

At the moment a lot of people are pulling out launchers and getting them stuck on safe mode. Going to have a quick play with an idea to only run it on primaryWeapon so launchers won't be effected.

Side note, probably need to cover pistols too so they can't be fired, handgunWeapon should work for that.

ACRE2 RPT Error

22:12:35 6889.94 ACRE Warning: Radio ID ACRE_PRC343_ID_7 was returned for a non-existent baseclass (ACRE_PRC343) in inventory, possibly removed by a gear script while requesting ID: ["ItemMap","ItemCompass","ItemWatch"]

My guess is ACRE is looking for ItemRadio which we're removing, not sure if has any impact

JIP ACE Safety not disabling reliably

Had at least one report last night that after JIPing in to a slot post weapon safety being disabled it was still stuck for them, having to hold change firemode to fire.

Bullets still registered which means our safety disabled but ACE safety kept switching the fire mode back to safe. Seeing if I can find anything in the client RPT but I doubt it.

Removal of Chat box

This is personal hatred of mine, we culled the channels in d274ee6 but we're still getting spam from Steam and disconnects and stuff.

Will PR something with:
https://community.bistudio.com/wiki/showChat
https://community.bistudio.com/wiki/shownChat.

Possible issues, no-one will be able to use Chat in-game for technical issues, can't dead chat in ACE spec anyway so no need to worry about that. Admins need exclusion for mission commands and using global chat.

@kami- Have any objections to this?

CTRG_TRP Uniform Space

CTRG Tropical uniforms lack sufficient space for both radios and regular gear assignments. Not checked the other CTRG sub types.

Adding goggles fix

Addgoggles doesnt have an affect if unit allready has goggles.

Goggles needs to be deleted before added.

CUP_BAF_MTP Woodland

CUP_BAF_MTP are classed as woodland uniforms for town sweep and random engagements, they are far too desert so stick out badly.

Update description.ext for ArmA3 additional parameters

ArmA brought in some new parameters you can use in description.ext for allowing loading screen configuration.

onLoadName = "*** Insert mission name here. ***";
onLoadMission = "Made with Hull";
author = "*** Insert mission author name here. ***";
loadScreen = "logo.paa";

Attached logo, requires alpha layering and turning to .paa
hull

CUP_TKA_OD Uniform space issues

The CO, Medic and XO vest's don't have enough space for the CUP_TKA_OD faction gear (FAL_TKA). Tested with a fresh mission from Shipyard.

22:54:15 "0 [WARN] hull3.gear.assign Failed to assign 1x'hlc_20Rnd_762x51_T_fal' (of 2) from 'vestMagazines' to the vest of unit 'O Alpha 1-1:1' from template 'FAL_TKA' and class 'CO'."
22:54:15 "0 [WARN] hull3.gear.assign Failed to assign 2x'SmokeShell' (of 4) from 'vestMagazines' to the vest of unit 'O Alpha 1-1:2 (Draakon)' from template 'FAL_TKA' and class 'Medic'."
22:54:15 "0 [WARN] hull3.gear.assign Failed to assign 1x'hlc_20Rnd_762x51_T_fal' (of 2) from 'vestMagazines' to the vest of unit 'O Alpha 1-1:4' from template 'FAL_TKA' and class 'XO'."
22:54:15 "0 [WARN] hull3.gear.assign Failed to assign 2x'SmokeShell' (of 4) from 'vestMagazines' to the vest of unit 'O Alpha 1-2:2' from template 'FAL_TKA' and class 'Medic'."

Confirmation on disable weapon safety

X-posted from hull

Seeing as two of us have been bitten by this with the add action menu jumping things around and accidentally selecting the incorrect thing, is it possible to update this with a confirmation Yes/No option when you disable weapon safety.

CSAT Katiba Tracres

Tracers for the Katiba are broken (either again or still). Did BI change the classname yet again?

Debug console access in description.ext

ArmA 3 now has a nice built in devcon, it's not perfect but it's a pretty decent start. You can control access to this via description.ext using the following code:

enableDebugConsole = 1;

Values:

0: Default behavior, available only in editor
1: Available in SP and for hosts / logged in admins
2: available for everyone

Garbage collector

To keep object counts down which seem to have a direct impact on performance, suggest we add the following changes to description.ext to manage body cleanup.

corpseManagerMode = 1;
corpseLimit = 50;
corpseRemovalMinTime = 300; //seconds
corpseRemovalMaxTime = 1200; //seconds

wreckManagerMode = 1;
wreckLimit = 10;
wreckRemovalMinTime = 300; //seconds
wreckRemovalMaxTime = 1200; //seconds

Open to input on the values but trying to keep the object limit below 200 at all times is probably a good bet.

SMAW HEDP Missing in M16A4_USMC.h

Only anti armour rounds for USMC SMAW MAT teams are being given out in hull gear.

Classnames for the two types of SMAW rounds:

CUP_SMAW_HEAA_M - being issued
CUP_SMAW_HEDP_M - not being issued

GER_DE + HK416 are incompatible.

RPT gets flooded with:

9:12:45 "0 [WARN] hull3.gear.assign Failed to assign 1x'HandGrenade' (of 1) from 'uniformMagazines' to the uniform of unit 'B Alpha 1-1:1 (Winter)' from template 'HK416' and class 'CO'."

Units get normal M4s I think instead, I imagine whatever the default is.

Full relevant RPT errors:
http://hastebin.com/ohuxopilex.md

Hiding seagulls

Not sure if this should be in Hull or spec itself but makes sense for the respawn handler I guess.

Current:

hull3_unit_fnc_onPlayerRespawn = {
    DEBUG("hull3.player.respawned",FMT_1("Player has respawned with '%1'",_this));
    ["player.respawned", _this] call hull3_event_fnc_emitEvent;
};

Proposed:

hull3_unit_fnc_onPlayerRespawn = {
    DEBUG("hull3.player.respawned",FMT_1("Player has respawned with '%1'",_this));
    ["player.respawned", _this] call hull3_event_fnc_emitEvent;
    {if(_x isKindOf "seagull")then{_x setPos [0,0,100]};
    }forEach nearestObjects [player, [], 250];
};

Code is a massive hatchet job, untested and probably wrong. Hopefully good enough for illustration purposes though!

Unit markers not working for JIP

Should an element lead die and the subordinate take command of the group the map marker for the group doesn't appear for any JIP players.

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