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Update (#3)
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* Revert "Fix for acre2 radios not being recognized as a units radio"

* Disable DES_heli mission as RHS templates lack data for it

* Stringtable update

Liberation of Tembelan --> Liberation of Tembelan Island
Removed french version for that as it was incorrect

* Mission update for Altis Blufor

* Anizay mission update

* Chernarus winter mission update

* Tembelan Island mission update

* License update for the Snow Storm Script by aliascartoons

* Update changelog for 2.2

* Delete temporary changelog for 2.2

* Updated CSAT locations for new maps (#595)

Co-authored-by: Wurzel0701 <[email protected]>

* Add a check to prevent breaching an empty or teamPlayer vehicle

* Adds Ace SpareBarrel to ACE itemlist

* Altis map overhaul

- changed playable rebel slots to:
	- 8 officers
	- 6 riflemen
	- 6 autoriflemen
	- 6 grenadiers
	- 6 combat life savers
	- 6 engineers
- Disabled simulation for helipads
- Disabled simulation for H-barriers
- Disabled simulation for containers and turned into simple objects

* Malden map overhaul

- Disabled simulation for helipads
- Disabled simulation for H-barriers
- Disabled simulation for containers and turned into simple objects
- removed the large tents
- changed playable rebel slots to:
	- 8 officers
	- 6 riflemen
	- 6 autoriflemen
	- 6 grenadiers
	- 6 combat life savers
	- 6 engineers

* Altis Blufor map overhaul

- changed playable rebel slots to:
	- 8 officers
	- 6 riflemen
	- 6 autoriflemen
	- 6 grenadiers
	- 6 combat life savers
	- 6 engineers
- Disabled simulation for helipads
- Disabled simulation for H-barriers
- Disabled simulation for containers and turned into simple objects

* Tanoa map update

- changed playable rebel slots to:
	- 8 officers
	- 6 riflemen
	- 6 autoriflemen
	- 6 grenadiers
	- 6 combat life savers
	- 6 engineers
- Disabled simulation for helipads

* Livonia map overhaul

- changed playable rebel slots to:
	- 8 officers
	- 6 riflemen
	- 6 autoriflemen
	- 6 grenadiers
	- 6 combat life savers
	- 6 engineers
- Disabled simulation for helipads
- Disabled simulation for Portable Helipad Lights and turned into simple objects
- Disabled simulation for H-barriers
- Disabled simulation for containers and turned into simple objects
- removed the large tents

* Anizay map overhaul

- changed playable rebel slots to:
	- 8 officers
	- 6 riflemen
	- 6 autoriflemen
	- 6 grenadiers
	- 6 combat life savers
	- 6 engineers
- Disabled simulation for helipads
- Disabled simulation for H-barriers
- Disabled simulation for containers and turned into simple objects

* Chernarus summer map overhaul

- changed playable rebel slots to:
	- 8 officers
	- 6 riflemen
	- 6 autoriflemen
	- 6 grenadiers
	- 6 combat life savers
	- 6 engineers
- Disabled simulation for helipads

* Chernarus winter map overhaul

- changed playable rebel slots to:
	- 8 officers
	- 6 riflemen
	- 6 autoriflemen
	- 6 grenadiers
	- 6 combat life savers
	- 6 engineers
- Disabled simulation for helipads

* Kunduz map overhaul

- changed playable rebel slots to:
	- 8 officers
	- 6 riflemen
	- 6 autoriflemen
	- 6 grenadiers
	- 6 combat life savers
	- 6 engineers
- Disabled simulation for helipads
- Disabled simulation for H-barriers
- Containers turned into simple objects
- removed the large tents

* Tembelan Island map overhaul

- changed playable rebel slots to:
	- 8 officers
	- 6 riflemen
	- 6 autoriflemen
	- 6 grenadiers
	- 6 combat life savers
	- 6 engineers
- Disabled simulation for helipads
- Disabled simulation for H-barriers
- Disabled simulation for containers and turned into simple objects

* Sparebarrel role back for this branch

* Add ACE spare barrel

Please specify which Issue this PR Resolves.
closes #647

* Altis/Tanoa PvP Loadout Updates + Fixes (#639)

* Rework for Tanoa/PVP-Altis
* Removes Tropical Hunters
* Adds call for Altis loadouts
* Adds call for Tanoa
* Removes Altis call/Loadouts
* Ace_M84 fix
* Changes M84 flashbang to 2 M84s, no non-ace replacement

* Readme update

* Readme update

* Version update to 2.2.1

* version update to 2.2.1

* roadsDB rename for Tanoa

the roadsDB for Tanoa was simply called roadsDB.sqf - now is named roadsDBtanoa.sqf

* mission.sqm overhaul

Fixes one variable in every mission.sqm to fix the gamemaster module not loading every mod stuff in Zeus

* Enables unit traits

nothing more, nothing less

* D-insertion

* Enabling hint

* Changes officers to teamleaders because FUCK ARMA

* Adds traits for Blufor mission

* mission.sqm update

Changes all officer units besides Petros to teamleaders  for unitTraits compatibility

* Unit type change

changes the greenfor SL to a TL

* unitTraits for PvP

enables the unitTraits for PvP units

* Show injured marker for ACE Unconsciousness

Also show markers for vehicles if the driver is not a player (otherwise no markers will show)

* Sets crate device params to max 1, up to 3 of each

* Fixes crate item quantities being 1 lower than is correct.

* Fixes issue with crate item types becoming unspawnable

Specifically - player scaling could kick in, and reduce the item quantity to always be less than 0.5, meaning it would always round to 0 - making it so items in that category would never spawn in crates.

* IEDs removed from vanilla starting gear.

They have now been fucked

* Unit update

changes 2 TL to rifleman

* Cover update

Updates cover for Altis, Altis Blufor and Tanoa

* deactivate _ambient_sound_al

* Fices damn evil typo that breaks nato crates

* Replaced all fnc_mp with RemoteExec(Call). (#620)

Replaced all fnc_mp with RemoteExec(Call).

This also fixes the initVar client spam.

* Added default variables for all getVariable to avoid null errors (#622)

* Added default variables for all getVariable to avoid null errors

* Fixed wrong namespace (credits to John)

* Clean up + Add New JNL Positions (#675)

Cleaned up the JNL positions on existing vehicles and added, hopefully, all other vehicles from our
current integrations.

* Move radio tower repair to server side, fix bugs (#684)

* Fix typo in initZones (#696)

Fixed clear typo added in 2e2d7f7.

* Make al_trembling quit silently when run on server/HC

* Tanoa mission update

* Livonia mission update

* Flag exchange to FIA

* milBuildings update

adds following CUP buildings to the milBuildings:
Land_Posed
Land_fortified_nest_small_EP1
Land_fortified_nest_small
Fort_Nest
Fortress1
Land_GuardShed

adds following vanilla buildings to the milBuildings:
Land_BagBunker_Small_F
Land_BagBunker_01_small_green_F

Following items get a 50.cal
Land_fortified_nest_small_EP1
Land_BagBunker_Small_F
Land_BagBunker_01_small_green_F
Land_fortified_nest_small
Fort_Nest
Land_Hlaska

* Altis Airfield Flag adjustment

* updates mission.sqm of chernarus winter

finally adds tover, barriers and shit

* Fix typo

inconcious --> unconscious

* Change bogus remoteExecCalls to RemoteExec

* Fix towed vehicles left with null attached objects

* Fix some SP bugs (#712)

Fixed some trivial SP bugs:

    Main UI garage button now redirects to the faction garage rather than blackholing.
    SP difficulty setup code now waits for its server init dependencies.
    SP player now gets the medic and engineer traits, as befor

* Prevent hardcoded city pop data from overwriting processed data (#713)

Moved the hardcoded city population data to initZones, which is the only place that it's used. Previously it was being initialized on clients & HCs. Since recent init order changes, it's been overwriting the city data from the server that's stored in the same logic object.

initZones is a garbage fire, and reusing the same keys for completely different data is nasty, but this will fix problems for the moment.

Also adjusted initZones to use the hardcoded pop data for Chernarus Winter, matching the behaviour for Chernarus Summer.

* Fix updateReinfState to no longer have cross reinforcements (#694)

Information: Fixed updateReinfState to avoid CSAT reinforcing NATO and the other way around

* Fix updateReinfState to no longer have cross reinforcements

* Reworked, based on Johns comments

The script now differs for timed updates  versus marker change updates

* Fixed a really minor bug that fucked up the whole system

* Updated comments

* Create new category for cargo backpacks, use it (#723)

* Fix several arsenal bugs(#726)

1. Fixed a bug where the arsenal used 24 rather than Antistasi's minWeaps param as the guest limit.
2. Fixed a bug where weapon accessories bypassed the guest limit.
3. Fixed some potential bugs with negative bullet counts and off-by-ones.
4. Fixed a bug where grenades wouldn't be throwable after loading a loadout.
5. Fixed a bug where the magazine guest limit was counting in mags rather than bullets.

4 is arguably an Arma bug. `(vestContainer player) addItemCargo "HandGrenade"` demonstrates the problem, at least in vanilla

* Malden mission sqm update

Deletes a floating container

* Update amount Civs

Changes civ count from max 40 to max 5 initially

* Changes fleight hight of helicopter

40 to 60m to prevents helis crashing on hills

* PVP Loadout assignment fix

adds missing variables to playable pvp units on the maps:
Anizay
Malden
Livonia

* deletes empty lines

* deletes empty lines

* Fix case where an airstrike targets an airport with no runway

* 3CB Fixes (#728)

* 3CB TKA Traitor Fix

Previously a Bluefor bodyguard, now a Ind Crewman.
replaced the Bluefor Survivor with an IND one.
changed out PVP Vehicles for TKA vehicles instead of BAF ones. (UAZ with DSHKM, Unarmed Hilux and Unarmed Closed Landrover)
(Asked Meer)

* Typo in Flagtexture

* Typo in Flag

* Updates the shape of the Issues button

* tembelan island mission update

Deleted some trees at Besar Airbase

* New map preparation

adds information for Virolahti and Kujari
- roadsDB load info
- info in initGarrosin
- navGrids

* Separate release & recruit actions on surrendered enemies

* Cut the occupant aggro reduction to safer levels

* Changes odd surrender dialog

It seems out of place, given there's no other mention of religion anywhere in Antistasi.

* Makes start with Long Range a parameter

* Fix loadout container scrambling (#749)

Fixed a bug introduced in #726 which caused some items to placed in the wrong uniform/vest/backpack container when loading a saved loadout.

* Change default of startWithLongRangeRadio

Set the default of "[TFAR] Start with Long Range Radio?" to yes as rebells have no reliable source for LRs.

Co-authored-by: Spoffy <[email protected]>
Co-authored-by: jaj22 <[email protected]>
Co-authored-by: Bob-Murphy <[email protected]>
Co-authored-by: Wurzel0701 <[email protected]>
Co-authored-by: Jaffa <[email protected]>
Co-authored-by: SonorousMeerkat <[email protected]>
Co-authored-by: Caleb Serafin <[email protected]>
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8 people authored Feb 5, 2020
1 parent 778a496 commit ff83450
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Showing 127 changed files with 46,602 additions and 56,620 deletions.
8 changes: 5 additions & 3 deletions A3-Antistasi/JeroenArsenal/JNA/fn_arsenal_init.sqf
Original file line number Diff line number Diff line change
Expand Up @@ -43,9 +43,11 @@ IDC_RSCDISPLAYARSENAL_TAB_CARGOPUT 23
IDC_RSCDISPLAYARSENAL_TAB_CARGOMISC 24
IDC_RSCDISPLAYARSENAL_TAB_CARGOMAGALL 26
*/
//jna_minItemMember = [-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1];
jna_minItemMember = [24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,memberOnlyMagLimit,24,24,24,24,memberOnlyMagLimit];

jna_minItemMember = [-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1];
//jna_minItemMember = [24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,memberOnlyMagLimit,24,24,24,24,memberOnlyMagLimit];
jna_minItemMember = jna_minItemMember apply { minWeaps };
jna_minItemMember set [IDC_RSCDISPLAYARSENAL_TAB_CARGOMAG, memberOnlyMagLimit];
jna_minItemMember set [IDC_RSCDISPLAYARSENAL_TAB_CARGOMAGALL, memberOnlyMagLimit];
//preload the ammobox so you dont need to wait the first time
["Preload"] call jn_fnc_arsenal;

Expand Down
40 changes: 28 additions & 12 deletions A3-Antistasi/JeroenArsenal/JNA/fn_arsenal_loadInventory.sqf
Original file line number Diff line number Diff line change
Expand Up @@ -154,16 +154,23 @@ removebackpack player;
_isMember = [player] call A3A_fnc_isMember;
_availableItems = [jna_dataList, _arrayPlaced] call _addArrays;
_itemCounts =+ _availableItems;
// reduce available items by guest limits for non-members
{
_index = _foreachindex;
_subArray = _x;
_isMagArray = (_index == IDC_RSCDISPLAYARSENAL_TAB_CARGOMAG) || (_index == IDC_RSCDISPLAYARSENAL_TAB_CARGOMAGALL);
{
_item = _x select 0;
_amount = (_x select 1);
if (_amount != -1) then {
_amount = [(_x select 1) - (jna_minItemMember select _index),(_x select 1)] select _isMember;
if (_amount != -1 && !_isMember) then {
if !(_isMagArray) then { _amount = _amount - minWeaps }
else {
// Magazines are counted in bullets
_ammoCount = getNumber (configfile >> "CfgMagazines" >> _item >> "count");
_amount = _amount - memberOnlyMagLimit * _ammoCount;
};
_subArray set [_foreachindex, [_item,_amount]];
};
_subArray set [_foreachindex, [_item,_amount]];
} forEach _subArray;
_availableItems set [_index, _subArray];
} forEach _availableItems;
Expand Down Expand Up @@ -238,7 +245,7 @@ _weapons = [_inventory select 6,_inventory select 7,_inventory select 8];
if (_amountMagAvailable > 0) then {
if (_amountMagAvailable < _amountMag) then {
_arrayMissing = [_arrayMissing,[_itemMag,_amountMag]] call jn_fnc_arsenal_addToArray;
_amountMag = _amountMagAvailable;
_amountMag = _amountMagAvailable max 0;
};
[_arrayTaken,_indexMag,_itemMag,_amountMag] call _addToArray;
[_availableItems,_indexMag,_itemMag,_amountMag] call _removeFromArray;
Expand Down Expand Up @@ -283,7 +290,7 @@ _weapons = [_inventory select 6,_inventory select 7,_inventory select 8];
};
};

if ((_indexAcc != -1) AND {[_availableItems select _indexAcc, _itemAcc] call jn_fnc_arsenal_itemCount != 0}) then {
if ((_indexAcc != -1) AND {[_availableItems select _indexAcc, _itemAcc] call jn_fnc_arsenal_itemCount > 0}) then {
switch _index do{
case IDC_RSCDISPLAYARSENAL_TAB_PRIMARYWEAPON:{player addPrimaryWeaponItem _itemAcc;};
case IDC_RSCDISPLAYARSENAL_TAB_SECONDARYWEAPON:{player addSecondaryWeaponItem _itemAcc;};
Expand Down Expand Up @@ -353,10 +360,21 @@ private _addContainerFuncs = [
};
} forEach _containers;

// because addItemCargo doesn't enable grenades
_addItemToContainer = {
params ["_containerIndex", "_item"];
switch (_containerIndex) do {
case 0: { player addItemToUniform _item };
case 1: { player addItemToVest _item };
default { player addItemToBackpack _item };
};
};

//add items to containers
{
_container = call (_x select 0);
_items = _x select 1;
_containerIndex = _forEachIndex;

{
_item = _x;
Expand All @@ -374,24 +392,22 @@ private _addContainerFuncs = [
};

if(_amountAvailable < _amount) then {
_amount = _amountAvailable;
_arrayMissing = [_arrayMissing,[_item,(_amount - _amountAvailable)]] call jn_fnc_arsenal_addToArray;
_amount = _amountAvailable max 0;
};
[_arrayTaken,_index,_item,_amount] call _addToArray;
[_availableItems,_index,_item,_amount] call _removeFromArray;
if (_amount>0) then {//prevent empty mags
_container addMagazineAmmoCargo [_item,1, _amount];
};
_container addMagazineAmmoCargo [_item,1, _amount];
};
} else {
_amount = 1;
call {
if ([_itemCounts select _index, _item] call jn_fnc_arsenal_itemCount == -1) exitWith {
_container addItemCargo [_item, 1];
[_containerIndex, _item] call _addItemToContainer;
};

if (_amountAvailable > _amount) then {
_container addItemCargo [_item,_amount];
if (_amountAvailable >= _amount) then {
[_containerIndex, _item] call _addItemToContainer;
[_arrayTaken,_index,_item,_amount] call _addToArray;
[_availableItems,_index,_item,_amount] call _removeFromArray;
} else {
Expand Down
2 changes: 1 addition & 1 deletion A3-Antistasi/JeroenArsenal/JNL/fn_logistics_addAction.sqf
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
params["_object"];

//add action to all clients
[_object] remoteExec ["jn_fnc_logistics_addActionLoad",[0, -2] select isDedicated,_object];
[_object] remoteExec ["jn_fnc_logistics_addActionLoad",0,_object];
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