From 462559fb7667676cd4fd5ebd93aa760e7cdc1648 Mon Sep 17 00:00:00 2001 From: Wyqer Date: Thu, 18 Oct 2018 13:14:55 +0200 Subject: [PATCH] Adjusted readme due to #508 --- README.md | 26 -------------------------- 1 file changed, 26 deletions(-) diff --git a/README.md b/README.md index 6fa528a2a..27842e02b 100644 --- a/README.md +++ b/README.md @@ -35,10 +35,6 @@ As we use [ZenHub](https://github.com/marketplace/zenhub) for our workflow inste This will replace the current missioncode when it's finished. -Guess the hardest thing is to think "out of the box" for already working code. If you look through a code which works without any issues it's not that easy to really find "completely different" ways to realize the functionality in a possible more performance friendly or "better" way. Small tweaks and optimizations are common to find, but rewrite it in a completely different way would be the challenge (if even really needed in the particular file). - -Many thanks in advance for all supporters and the Liberation community. - ### Goal * Modular and therefore much cleaner structure * More streamlined code @@ -48,28 +44,6 @@ Many thanks in advance for all supporters and the Liberation community. * There should be no need to do any additions in any `mission.sqm` (removing would be ok) * Personally: Using this project to get more familiar with SQF and the Liberation mission itself than before -### Conventions -* Global variable naming: `KPLIB_moduleName_variableName` - * moduleName: The name of the module like `init` or if it is kind of a global category like `preset` or `param` - * variableName: Name of the specific variable like `heavySquad` or `adaptiveEnemy` - * Only some very rare variables have no moduleName, as they are not directly connected to a module. -* Function naming: `KPLIB_fnc_moduleName_functionName` (same rules like for the variables) -* CfgFunctions Framework - * `KPLIB_functions.hpp` in missionroot as central fetching file - * Each module has an own `functions.hpp` which is included by the `KPLIB_functions.hpp` -* Modular structure - * Naming for modules: `loadOrderNumber_moduleName` like `00_init` or `01_core` - * Each module will handle one aspect of the game. For example the initialization, core mechanics, enemy spawn, civil reputation, etc. - * General structure: - * `fnc` folder for functions and one-time-procedures - * `scripts` folder for the scripts (so basically everything which runs a loop through the whole session) - * Seperation (if even needed) with a `server`, `client`, `shared` folder - * `ui` folder for all dialogs or ui defines which are brought or needed by that module - * `functions.hpp` to define the functions of this module - * `globals.sqf` to define all global variables which are brought or needed by that module and aren't defined before - * `initModule.sqf` which is called by all machines and where possible seperation for clients/HCs/Server will happen - * `ui.hpp` to define the ui elements and dialogs from this module (will be included by the `KPLIB_ui.hpp` in the mission root) - ## Overview The area has fallen to the enemy, and it is up to you to take it back. Embark on a persistent campaign with your teammates to liberate all the major cities of the area will most likely span several weeks of real time. * Experience a massive “Capture the Island” campaign involving a large range of different settlements across the entire area.