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Move to new templates #2047
Move to new templates #2047
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Fixed `hasAce` missing the new prefix in new garage
Co-Authored-By: HakonRydland <[email protected]>
…lock condition was changed to reflect that this runs for every player disconnect
fixed typo in rebel groups removed the two testing helis in helisLight (USAF template)
- staticMortars added to all. - Fixed multiple bugs and name order issues with heli grouping names. - Sorted out unlimited pool usage for patrolReinf/QRF/singleAttack. - Fixed old bug where tanks may ignore the first hit.
Added some code to replace unrecognised unit/loadout types with random ones on load, which makes pre-2.4/original saves work a lot better. Should be safe. Also added a special case for nils, because I'm not sure that the debug log on the type check is nil-safe. Difficult to test and not worth the risk. |
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General consent: Can be merged.
## What type of PR is this. 1. [X] Bug 2. [ ] Change 3. [ ] Enhancement ### What have you changed and why? So far: - Fixed trailing comma in MACV template causing init failures. - Fixed array/string mismatch on staticAT causing airfield spawn failures. ### Please specify which Issue this PR Resolves. closes #XXXX ### Please verify the following and ensure all checks are completed. 1. [ ] Have you loaded the mission in LAN host? 2. [ ] Have you loaded the mission on a dedicated server? ### Is further testing or are further changes required? 1. [ ] No 2. [ ] Yes (Please provide further detail below.) * Fix trailing comma in MACV template * Fix string/array mismatch on airport AT spawning
* Fix leftover bugs from #2047 (#2194) ## What type of PR is this. 1. [X] Bug 2. [ ] Change 3. [ ] Enhancement ### What have you changed and why? So far: - Fixed trailing comma in MACV template causing init failures. - Fixed array/string mismatch on staticAT causing airfield spawn failures. ### Please specify which Issue this PR Resolves. closes #XXXX ### Please verify the following and ensure all checks are completed. 1. [ ] Have you loaded the mission in LAN host? 2. [ ] Have you loaded the mission on a dedicated server? ### Is further testing or are further changes required? 1. [ ] No 2. [ ] Yes (Please provide further detail below.) * Fix trailing comma in MACV template * Fix string/array mismatch on airport AT spawning * Removed legacy KeyCache reminants. * Tools - 👷♂️ Fixed data corruption caused by simplifyJunctions. (#2174) * ☣ FIlters unknown connections from DB output. * ☣ Filter unknown roads in navRoadHM to navGridHM. * ‼Assertions for navRoad that achieve 100% coverage * 🧲 Extracted methods for navRoad Model. * 👷♂️Refactored simplify junction to model methods * ♻ Option for brute forcing the simplify loop. * 🏜 Can open the Street Artist editor empty. * 🔲 Menu replaces opening the debug console. * 🗜 Added isForced param to navRoad_connect. * Projects - Fuel Part 1 (#2187) * rename spawnLight, added price to item, add callback * removed dev * update header * changed spawned veh fuel * added nodes * final touches, changed hints, and nodes * changed vehicleFuelSource to array * removed fuel canister * changes for review * review changes * error checking * review change * Templates - Add Civ Loadout Creation, Update Reb/Civ Templates, Update Examples. (#2181) * Radio and Missing Mags changes ACP C2 (M1911) and Vermin (Vector) were missing mags Radio adjustment so they are the Same as in RHS Blue * Woodland Vanilla No DLC needed, Free content of Contact * Livonia * Woodland check Add Check for Woodlandmaps (Livonia, VT7, Chernarus summer) * Full Woodland * Full Desert * Begone Mrap Only Availible in Desert * Woodland detection Maps i know of can add more when i know there are more :) * Delete Vanilla_Occ_NATO_Woodland.sqf * Rollback just ignore * Update RHS_Occ_USAF_Arid.sqf * rollback * rollback * Update (#3) * 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]> * Update Fork * Revert "Update Fork" This reverts commit f19541e. * Revert "Update (#3)" This reverts commit ff83450. * Casing * Syntax Error * Make Civ Creation Template bound. Add Loadout creation in Civ Templates, Add Checks for Loadouts instead of Unit Classnames, Remove _arrayCivs as its not used anymore. Remove redressing in CivInit as its all handled by the Templates now * Cleanup Rebell Templates, add DLC Uniforms if enabled. Tabs to Spaces in the files * Tabs to Spaces * Tabs to Spaces * Update Rebell Example with new Structure * Update RebelExample.sqf * Re add Medical and Misc Items for Ai * Update fn_compileGroups.sqf 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]> * Fixed Miscased Toolkit Funnies (#2209) * Update takistanInfo.sqf deactivates "_disableTownName" as there is no entry and it breaks the mission * Removed bad return value in takistanInfo (#2210) * removed bad _disableTownName pass * fixed _disableTownName double * pass popValue * remove bad copy of townnames * fixed maldens third return * Fuel part2 (#2207) * rename spawnLight, added price to item, add callback * removed dev * update header * changed spawned veh fuel * added nodes * final touches, changed hints, and nodes * changed vehicleFuelSource to array * add selling fuel capped to remaining amount * removed fuel canister * changes for review * init work * saved fuel * review changes * error checking * review change * added correct search * added funnies, fixed readability * removed space * review changes * updated save loop and loading * added fuel types for supported maps * changes to saves * Fixed various incorrect usages of defined macros (#2205) * Update fn_initServer.sqf to properly invoke Info_2 Info_2 is defined with 3 parameters, but in this case it is passed (unintentially) 4 arguments, this means that the macro will instead be expanded to nothing. * Fixed various incorrect usages of defined macros Co-authored-by: jaj22 <[email protected]> Co-authored-by: Caleb Serafin <[email protected]> Co-authored-by: Ellis Nielsen <[email protected]> Co-authored-by: Lazejun <[email protected]> Co-authored-by: Spoffy <[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]> Co-authored-by: Frederik Madsen <[email protected]>
commit 0aa2e050c99241ba4d332e372696bcdbaf4c4c73 Author: Bob-Murphy <[email protected]> Date: Sat Jan 29 19:43:18 2022 +0100 update version commit 8e42fd868c729f34fafe5068ea188bfa63a65c67 Merge: d4ad4c4a 092e766b Author: Bob-Murphy <[email protected]> Date: Sat Jan 29 19:34:50 2022 +0100 Merge pull request #2232 from official-antistasi-community/HakonRydland-workshopUpdate_devPatch2 fix error in checkout action commit 092e766b3223838f0da85303fe544054637a5214 Author: HakonRydland <[email protected]> Date: Sat Jan 29 19:32:23 2022 +0100 fix error in checkout action commit d4ad4c4a11c0c06b40610e588ecbdd65f027806f Merge: b6c882e2 96c3e889 Author: Bob-Murphy <[email protected]> Date: Sat Jan 29 19:24:32 2022 +0100 Merge pull request #2231 from official-antistasi-community/HakonRydland-workshopUpdateDev added workflow for unstable publishing commit 96c3e88992e3c7737789b5d4b11b70f50616f5bf Author: HakonRydland <[email protected]> Date: Sat Jan 29 19:18:44 2022 +0100 added workflow for unstable publishing builds and updates unstable on commit commit b6c882e2cd8c94483251c87379e33fbd8084e67d Author: HakonRydland <[email protected]> Date: Sat Jan 29 19:17:33 2022 +0100 Antistasi builder (#2230) ## What type of PR is this. 1. [ ] Bug 2. [x] Change 3. [ ] Enhancement ### What have you changed and why? Information: Build tool for antistasi mod v1 includes only base functionality arguments are: -a3ToolsDir: absoulute path to A3 tools directory -debug: currently no effect (for future stuff) -sign: relative path to biprivatekey for pbo signing ### Please specify which Issue this PR Resolves. closes #XXXX ### Please verify the following and ensure all checks are completed. 1. [ ] Have you loaded the mission in LAN host? 2. [ ] Have you loaded the mission on a dedicated server? ### Is further testing or are further changes required? 1. [x] No 2. [ ] Yes (Please provide further detail below.) ### How can the changes be tested? Steps: ******************************************************** Notes: * AntistasiBuilder v1.0.0 * removed dev deploy * delete bob nonesense * added builder for automated publishing commit 800c03e4be2e75244afd282a17b9f7a95f492bed Author: Bob-Murphy <[email protected]> Date: Wed Jan 26 15:13:55 2022 +0100 Delete test-nonsense.yml commit 8612e9aa3cee50d8c14cb8d36589310e5e8080a5 Author: Bob-Murphy <[email protected]> Date: Sun Jan 23 17:26:40 2022 +0100 Update test-nonsense.yml commit b94463ebe2ed9c40f506f16df9853c05aabca01f Author: Bob-Murphy <[email protected]> Date: Sun Jan 23 17:25:00 2022 +0100 Update test-nonsense.yml commit 6951867c51221b80d4360ce485ce7a51575c53fd Author: Bob-Murphy <[email protected]> Date: Sun Jan 23 17:12:27 2022 +0100 create test action commit 9632052efd378cd3cd002f8cea30ed265cbccbe8 Author: Bob-Murphy <[email protected]> Date: Sun Jan 23 15:53:08 2022 +0100 update build instructions in readme commit 7f39169b1fbd283511eb44f199a0a51bc7197503 Author: HakonRydland <[email protected]> Date: Sun Jan 23 15:42:16 2022 +0100 fix: added missing compile before preprocessFileLineNumbers (#2220) ### What have you changed and why? Information: loadAddon forgot to compile the preocessed file before trying to run it, causing crash on game start with any addon loaded ### Please specify which Issue this PR Resolves. closes #2219 Notes: * fix: added missing compile before preprocessFileLineNumbers in loadAddon * fix: added missing compile before preprocessFileLineNumbers in loadAddon * fixed broaken addon loading * fixed loading vehicles by class commit 35d5a47413c4ee7aa63471cb0991f60642aec988 Author: HakonRydland <[email protected]> Date: Sun Jan 23 14:25:07 2022 +0100 fixed wrong state index being passed to update state (#2225) * fixed wrong state index being passed to update state * made sources public on refuel and load to allow seeing faction fuel commit 6f450c27720feed6c713bb0956cac1a0ab0bf5bd Author: HakonRydland <[email protected]> Date: Sat Jan 22 22:29:53 2022 +0100 Change - Antistasi Mod (#2184) ## What type of PR is this. 1. [ ] Bug 2. [x] Change 3. [ ] Enhancement ### What have you changed and why? Information: Antistasi the mod!!! * Paths for UPSMON compilation have been moved over to use QPATHTOFOLDER macro as its no longer mission root relative * Templates are now config defined to allow support for 3rd party template and addonsVics extension mods * all includes of the `common.inc` file have been switched for the `script_component.hpp` file that is located in the root of each addon * folder structure have changed due to needs of being a mod `A3-Antistasi` to `A3A\addons\{addon folders}` * needed files added for the configuration of the addons * functions are now in config.cpp * added all maps as part of the new maps addons * stringtable split to where the apply, garage stringtable entries into the stringtable in the garage addons, map specific to maps etc * added a skimmed down copy of the BI functions compiler to functions -> Debug for the live editing ability * moved all functions that were not already apart of CfgFunctions into there respective category folder and updated all references ### Please specify which Issue this PR Resolves. closes #XXXX ### Please verify the following and ensure all checks are completed. 1. [x] Have you loaded the mission in LAN host? 2. [x] Have you loaded the mission on a dedicated server? ### Is further testing or are further changes required? 1. [x] No 2. [ ] Yes (Please provide further detail below.) ### How can the changes be tested? Steps: # How to build (Mod) ## Common setup * install Arma 3 Tools in the same steam library that Arma 3 is installed ## With Vs code Arma Dev Extension ### First time setup * Install extension from [markedplace](https://marketplace.visualstudio.com/items?itemName=ole1986.arma-dev) * configure the extension from the Antistasi workspace by opening the command pallet <kbd>Ctrl</kbd>/<kbd>⌘</kbd> + <kbd>P</kbd> and running the `Arma 3: configure` command * fill in the configuration `.json` file something like this ```json { "title": "A3 Antistasi", "name": "A3A", "author": "Official Antistasi dev team", "website": "https://antistasi.de/", "version": "2.5.4", "buildPath": "build", "privateKey": "", //add the path to a private bikey for signing when building "serverDirs": [], "serverUse32bit": false, "clientDirs": [ //should list all addons the mod provides "A3A/addons/core", "A3A/addons/Garage", "A3A/addons/JeroenArsenal", "A3A/addons/maps" ], "clientMods": [], "ftpConnection": {}, "steamPath": "H:\\SteamLibrary" //arma 3 install steam library, arma 3 tools should be in the same folder } ``` * Run the command `Extensions: Open Extension Folder` and navigate to `ole1986.arma-dev-0.0.20 -> out -> helpers -> runArma.js -> ln 54` and add `'-debug'` to the list ```js let args = [ '2', '1', '0', '-exe', 'arma3_x64.exe', '-mod=' + clientMods.join(';'), '-nosplash', '-world empty', '-skipIntro', '-debug' ]; ``` * now run the `Arma 3: Build` command, this will output into your build folder with packed addons (and signed if you have a key designated) * run the `Arma 3: Toggle code live` command this will create symlinked folders in your arma directory for filepatching, allowing "live editing" of code, by editing the source files (dosnt include anything processed by the config.cpp) * run the `Arma 3: Run client` or `Arma 3: Run client (with logging)` command arma should start with everything ready for you, (the logging alternate will open the rpt thats created on arma launch) ## With Arma 3 Tools ### Packing * open `Addon Builder` from `Arma 3 Tools` * click options * add to `List of files to copy directly` this line `*.p3d;*.paa;*.hpp;*.sqf` * click the tree dots next to `Path to project folder` and navigate to the repository's `A3A` folder * optionally add a path to a `.biprivatekey` for signing, this allows you to leave key verification on for dedicated server testing * back in the main window, add a source directory, this will be in turn each addon folder in `repository -> A3A -> addons -> {folder to build}` * and add a destination folder, this would be for example `repository -> build -> @A3A -> addons` * ensure for testing that it dosnt binarize the files * now to simply press build and repeat for each folder in the `A3A -> addons` ### Running * copy the folder in your build directory to your arma 3 directory (or symbolic link it, recommended) * in the arma 3 launcher, under the `Mods` tab click `...More` -> `Add watched folder...` -> `Add 'Arma 3' folder`, this will automatically add local mods in yuor arma directory to your mods list for easy loading ### Live editing * for live editing you need to create this folder structure in your arma 3 directory `x\A3A\addons`, and the create symbolic links from each folder in your repositorys `A3A\addons` folder to the one in your arma directory * next you need to go in your arma 3 launchers `Parameters` tab and under `All Parameters` section `Advanced` thick of the parameter `Enable File-Pathcing`, then under the section `Author` thick of the parameter `Debug Mode` (i recommend favoriting these two for ease of use later on) * now when you start with the build loaded under the `Mods` tab, it will start in `Dev` mode and allow for recompilation of functions on the go either by reloading the missing or by calling the function `A3A_fnc_prepFunctions` TBD -> Testing on dedicated server instructions ( basic mod installation works fine, but a more automated process should be made for ease of testing) ******************************************************** Notes: * Add files via upload * Delete fn_LootToVehicle.sqf * added optional arguments for function [object, //required WeapTypes, WeapNum, //opt ItemTypes, ItemNum, //opt AmmoTypes, AmmoNum, //opt ExplosiveTypes, ExplosiveNum, //opt AttachmentTypes, AttachmentNum, //opt BackpackTypes, BackpackNum, //opt HelmetTypes, HelmetNum, //opt VestTypes, VestNum, //opt DeviceTypes, DeviceNum //opt ] call A3A_fnc_NATOcrate; * fix merge conflict, my side * Fixed wrong var in chooseSupport Fixed `hasAce` missing the new prefix in new garage * disabled ambient noise when in garage (see #1988) * added requested settings disable option for ammo fuel and repair services in garage * Add 2 Missing Trucks to Coveredvehicles list Co-Authored-By: HakonRydland <[email protected]> * added locked by and looking at tooltip * added customisation preservation * fix locked name for the tooltip not updating on server * fix null object check not going before cat index is gotten * unified vehicle id naming in log lines * improved commander unlock log to include owner name * decided to leave the compat in * ⚙ refactor forEach loops on hashmaps to use the _y magic variable * 🔴⛓added disconnect handler for player crashes while in the garage or placing * removed log line since placement is done outside of garage, and the block condition was changed to reflect that this runs for every player disconnect * fixed null selection error * Factions now select template from the params * 🤖💻 auto picking added * 🧾 added logging when autopicking * 🧾 added invalid faction selected error log * corrected us marines being marked as factions dependant * updated header * added fallback category index * 🩹 corrected misslabeling in param OccupantsFactionEnum * partial move to new template (WIP) * move to new template in the code base * fixed occ and inv faction not getting broadcast fixed typo in rebel groups removed the two testing helis in helisLight (USAF template) * corrected casing in compileGroups * added missing template validation * removed case for petros in unitTraits (this was wrong anyways as i forgot to retrive the actuall unit data, i just got the name) * aperantly some keys in faction was side??? * fixed missing selectRandom for mortar spawns on createAIOutposts/Airplane * roadblocks use low tier units when low tier roadblock * Add Static Weapons to staticsToSave * Update 3CBFactions_Logistics_Nodes.sqf Add RBS70, Add High M240, Add new Pickup Truck * Match variable names, consistency. * ⚙🛠 Initial review change request by @jaj22 - compatibilityLoadFaction: Fixed casing, removed faction broadcast - compileGroups: added rifleman to AT & AA AI groups, fixed casing - LoadAddon: removed faction broadcast - initVarServer: added faction bradcast here so to not spam bradcasting durring template loading, broadcast is now also publicVariabled to be more reliable (have higer priority for JIP) doubt this is actually needed but dosnt hurt. * removed the doubled rebel "singular units" altered codebase to reflect this Notde: im unsure if something may have been missed while making this change, but all uses of rebel groups afaik specifically is with the `FactionGet(reb,"groups")` macro. so i **should** have caught all the cases. * fixed a few mistakes from the doubled rebel units removal * fixed rebel rifleman being treated as array in initVarServer * fixed array being passed to vehAvailable * changed grunt to rifleman, was SL on inv before (mistake?) * fixed incorrect pricing for garrison add * fixed unit type being passed as unit types to garrisonUpdate * fixed reinfPlayer treating class type as array * fixed incorrect path in include * fixed more incorrect include paths * fixed all police vehicle not being set as vehiclesPolice but Police instead * fixed bug in initVehClassToCrew where incorrect pool was given a crew type was rebel vehicles, supposed to be AI militia vehicles * added template asset validation error logging * fixed pring when no invalid entries * fixed minefieldAT && APERS being checked as magazines * fixed bad check on intel entries * whoopsi * updated new log line indicator * log bad mag type and bullet count in validateWeaponMagazine * Match cases on TKA West * Include Arid Marines Template * moved new templates to right foldr, not in selector yet * fixed errors in validation proccess * fixed print function and incorrect config change in magazines validation * "not_supported" is not supported anymore 😉 * added missing handling of asset lacking * fix milBuildings lacking missing asset safety * empty preference return empty string as if nothing was prefered * old system wasnt designed for this, reverted some changes to resolve this for now... a rework would be welcome in this area * fixed incorrect check for no uavs * Update Templates, Selector and Params Update to new Format of this PR * Fix bad Class * Update Mines to new Format * update check small UAV * added empty pool protection to attack HQ * fixed old unit from group composition selection * error handling improvements * fixed missing semicolon * removed dupe code block * Rangefinder casing consistency * Switched variables to camelCases * corrected wrong hashmap use in createOutpostsFIA fixed casing and old syntax * simplified getting surrender create type * added missing selectRandom removed horrible formating * spawnLight addapted to hashmap change * removed unnececary doubled groupData * resolved bad verification on initialRebelEquipment * Added case correction to loadStat -> garrison - added loadout name casing lookup table to loadStat garrison case - added debug lines for bad entries - tabs -> spaces * correct toolkit casing (including variable names cause im lazy * corrected ace medical casing * fixed loadout validation (fuck magwells) * corrected wrong param passed to verifyLoadoutsData * Fix Casing * correct bad class casing in config empty class defaults to valid * added auxPointerSlot * Update 3CB_AI_AAF.sqf * "getVariable" -> "get" * re added missing rebel group data * corrected faulty retrival of assemleTo corrected doubled returned cost (2 backpacks refounded for the combined price each) * corrected reverted typo * fixed incorrect garrison definition * fixed variouse syntax errors * manual revert of loadStat to unstable (bad merger) and reaplied needed changes for moveToNewTemplates tabs -> spaces * Review changes 11.10.2021 - added a "staticMortars" to A3A_faction_all - switched rifleman to marksman for militia snipers - corrected wrong indentation in createSDKgarrisonTemp - corrected error log argument count - fixed order of operation problem in reinforcementsAI - simplified/corrected auto pass vehicle check in vehAvailable - corrected naming convention violation in wavedCA - added police squad composition to groups data - corrected getting unarmed loadout name from faction data to groupe data - corrected equipRebel array checks to string checks for unit type - added missing transport helis to saveLoop asset preservation - corrected incorrect plane pool being used in ASF routine - simplified target type check for apc with A3A_faction_all in CAS routine - removed doubled transport helis in QRF replacement pool * Requested changes @jaj22, Review 12.oct 2021 -VehiclesNormal and VehiclesAir replaced, entry removed from faction data - Fixed various casing issues - Removed old civ vehicle data for auto_civ - Removed redundant log char limit work around in template validation - fixed type error and wrong entry check in goUndercover * case correcting * added missing variable for faction/group data * part 1 - moved to mod - selector replaced with config base template selection - old a3a scripts relying on execVM, preprocessFileLineNumbers etc. now compiled as functions and moved into functions - garage and JNL moved to own component, while most other remains as core - missions now compiled under component maps - temp navgrid path defined in maps\config.cpp under class A3A >> NavGrid >> toLower worldName - upsmon paths updated * moveToNewTemplates functions.hpp changes * old include fixed * fixed bad macro call in aivehinit * fixed bad use of _faction instead of macro OccAndInv * changes to functions compilation to allow live editing (still needs attributes handling) * attributes handling to JIT function compilation * added warning to developers and empty a3a class to missionConfigFile * removed garage stringtable entries from core (it was copied earlier) * removed stringtable entries from maps addon from core (moved previously) * removed exces entries from maps stringtable that bellong in core * renamed Debugging to Debug * added debug recompile for live editing to addons: Garrage, JeroenArsenal * fixed bad preproccessor error trying to parse macro Debug when it was folder Debug * fixed leftover _groupData to _faction * fixed include path * added a bit of safety to logMacros * updated required game version * updated compiler to BIS standards * Only run pre/postInit funcs when in a A3A mission * preInit skip added * fixed bad log argument in selector * navgrid restructuring per meeting 16 oct 2021 * removed old navgrid path table * block preInit when mission is not A3A * removed old auto_civ * removed outdated manual * fixed bad logi node loading order, could potentialy miss some nodes based on load order * added a how to build guide for the mod * made it clearer how to run commands in VS code * fixed typos * corrected bad config path in world defaults selection * fixed bad class name of variantOf * fixed camo without faction fuckiong up skipping adding template to list * second try * fixed bad camo from world selection * stripped script macros common for depricated macros and likely to be unused macros * conflict resolutions * moved new functions into the new folder structure * updated mapinfo dynamic filepath construction, moved map info files into maps addon, renamed to mapInfo.sqf * fixed incorrect include paths for mapInfo and buyItem * fixed errors with merge conflicts * fixed including everything as cities * fixed qoutes around var in fuel initZones * chnaged default authors to have barb in it #originalAuthor Co-authored-by: Lazejun <[email protected]> commit d6d68efa72315ebad5d6a64361fc724795a3b560 Author: HakonRydland <[email protected]> Date: Fri Jan 21 12:50:20 2022 +0100 Projects - Garage improvements (#2214) - Added synergy with fuel scarcity with actual fuel consumption on un-garage (vanilla still practically still has unlimited fuel due to vanilla fuel truck configs). - Added a long time requested QOL changes #2138 #2006 - Added alphabetical sorting to the vehicle lists - Fixed a type causing an error in capacity check code - Added a wrapper around the info panel to aid with extending text OOB commit d1c54cc3e782d719bda31e86bad15bf856090800 Author: Frederik Madsen <[email protected]> Date: Tue Jan 11 13:35:47 2022 +0100 Fixed various incorrect usages of defined macros (#2205) * Update fn_initServer.sqf to properly invoke Info_2 Info_2 is defined with 3 parameters, but in this case it is passed (unintentially) 4 arguments, this means that the macro will instead be expanded to nothing. * Fixed various incorrect usages of defined macros commit 8f05132a454859fddccf2e1b0f2b9b3b8634261e Author: Ellis Nielsen <[email protected]> Date: Mon Jan 10 15:41:02 2022 -0600 Fuel part2 (#2207) * rename spawnLight, added price to item, add callback * removed dev * update header * changed spawned veh fuel * added nodes * final touches, changed hints, and nodes * changed vehicleFuelSource to array * add selling fuel capped to remaining amount * removed fuel canister * changes for review * init work * saved fuel * review changes * error checking * review change * added correct search * added funnies, fixed readability * removed space * review changes * updated save loop and loading * added fuel types for supported maps * changes to saves commit 08ee05aee85acfbc8d040e4f405abf7b03ff7491 Author: Ellis Nielsen <[email protected]> Date: Mon Jan 10 05:26:46 2022 -0600 Removed bad return value in takistanInfo (#2210) * removed bad _disableTownName pass * fixed _disableTownName double * pass popValue * remove bad copy of townnames * fixed maldens third return commit d9ee6f1ca1c8a20eae50615dc37f403c9af8c761 Author: Bob-Murphy <[email protected]> Date: Mon Jan 10 09:05:49 2022 +0100 Update takistanInfo.sqf deactivates "_disableTownName" as there is no entry and it breaks the mission commit e428da2ad80672d3d8a0c1099b0c8dec5c623359 Author: Lazejun <[email protected]> Date: Sat Jan 8 22:35:39 2022 +0100 Fixed Miscased Toolkit Funnies (#2209) commit d1be62551f3fbd02fcc8a16c584645ac4dfe9d70 Author: Lazejun <[email protected]> Date: Fri Jan 7 22:34:39 2022 +0100 Templates - Add Civ Loadout Creation, Update Reb/Civ Templates, Update Examples. (#2181) * Radio and Missing Mags changes ACP C2 (M1911) and Vermin (Vector) were missing mags Radio adjustment so they are the Same as in RHS Blue * Woodland Vanilla No DLC needed, Free content of Contact * Livonia * Woodland check Add Check for Woodlandmaps (Livonia, VT7, Chernarus summer) * Full Woodland * Full Desert * Begone Mrap Only Availible in Desert * Woodland detection Maps i know of can add more when i know there are more :) * Delete Vanilla_Occ_NATO_Woodland.sqf * Rollback just ignore * Update RHS_Occ_USAF_Arid.sqf * rollback * rollback * Update (#3) * 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]> * Update Fork * Revert "Update Fork" This reverts commit f19541ebf1b796c4f8f5d675371325af07773fe1. * Revert "Update (#3)" This reverts commit ff83450226f06e1f9458ccafcfabda28638d94a8. * Casing * Syntax Error * Make Civ Creation Template bound. Add Loadout creation in Civ Templates, Add Checks for Loadouts instead of Unit Classnames, Remove _arrayCivs as its not used anymore. Remove redressing in CivInit as its all handled by the Templates now * Cleanup Rebell Templates, add DLC Uniforms if enabled. Tabs to Spaces in the files * Tabs to Spaces * Tabs to Spaces * Update Rebell Example with new Structure * Update RebelExample.sqf * Re add Medical and Misc Items for Ai * Update fn_compileGroups.sqf 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]> commit b11f7aa58f8308adb81294ab33f0a15f0afa9cc3 Author: Ellis Nielsen <[email protected]> Date: Fri Jan 7 15:30:51 2022 -0600 Projects - Fuel Part 1 (#2187) * rename spawnLight, added price to item, add callback * removed dev * update header * changed spawned veh fuel * added nodes * final touches, changed hints, and nodes * changed vehicleFuelSource to array * removed fuel canister * changes for review * review changes * error checking * review change commit 9e842c59ef0812056cacab5eac071870abb8f6c0 Author: Caleb Serafin <[email protected]> Date: Fri Jan 7 23:28:46 2022 +0200 Tools - 👷♂️ Fixed data corruption caused by simplifyJunctions. (#2174) * ☣ FIlters unknown connections from DB output. * ☣ Filter unknown roads in navRoadHM to navGridHM. * ‼Assertions for navRoad that achieve 100% coverage * 🧲 Extracted methods for navRoad Model. * 👷♂️Refactored simplify junction to model methods * ♻ Option for brute forcing the simplify loop. * 🏜 Can open the Street Artist editor empty. * 🔲 Menu replaces opening the debug console. * 🗜 Added isForced param to navRoad_connect. commit e5bcdb67c1e31bdba3deebb27e695f324448ebb9 Merge: 2366dbe2 cf809c52 Author: Caleb Serafin <[email protected]> Date: Fri Jan 7 23:25:19 2022 +0200 Removed legacy KeyCache reminants. CS-RemoveLegacyKeyCache commit cf809c521e529123c2733b54f4baa15e4692ab63 Author: Caleb Serafin <[email protected]> Date: Thu Jan 6 20:42:04 2022 +0200 Removed legacy KeyCache reminants. commit 2366dbe293e142fb968af9a6e2107a3fcbfcf6a6 Author: jaj22 <[email protected]> Date: Sat Nov 27 10:04:09 2021 +0000 Fix leftover bugs from #2047 (#2194) ## What type of PR is this. 1. [X] Bug 2. [ ] Change 3. [ ] Enhancement ### What have you changed and why? So far: - Fixed trailing comma in MACV template causing init failures. - Fixed array/string mismatch on staticAT causing airfield spawn failures. ### Please specify which Issue this PR Resolves. closes #XXXX ### Please verify the following and ensure all checks are completed. 1. [ ] Have you loaded the mission in LAN host? 2. [ ] Have you loaded the mission on a dedicated server? ### Is further testing or are further changes required? 1. [ ] No 2. [ ] Yes (Please provide further detail below.) * Fix trailing comma in MACV template * Fix string/array mismatch on airport AT spawning commit 330b65468c2c61a8a9f99294b0bc8dd9c82db377 Author: Ellis Nielsen <[email protected]> Date: Sun Nov 7 16:30:25 2021 -0600 initZones Refactor (#2182) ## What type of PR is this. 1. [ ] Bug 2. [x] Change 3. [x] Enhancement ### What have you changed and why? Information: Removed all relevant hardcoded map info, like antenna and population values. Placed them in there own file that is call from the old file. Removed hardcoded outpost garrisons locations, placed them in the same file. And removed search in arrays for arid, temperate, tropic, and etc.... maps. Made them a string that is compared. ### Please specify which Issue this PR Resolves. closes #1555 ### Please verify the following and ensure all checks are completed. 1. [x] Have you loaded the mission in LAN host? 2. [ ] Have you loaded the mission on a dedicated server? ### Is further testing or are further changes required? 1. [ ] No 2. [x] Yes (Please provide further detail below.) ### How can the changes be tested? There are probably edges cases that I missed. ******************************************************** Notes: * moved pr * changed worldsize * Reorder Map specific cases for 3CB Factions https://github.com/official-antistasi-community/A3-Antistasi/blob/5c5a53dc9d84a45fdfe4309e8e20d5c7066b95b7/A3-Antistasi/Templates/selector.sqf#L147-L179 This was lost in Move to Templates Co-authored-by: Lazejun <[email protected]> commit ba6f3e715b50852667da21ab44dcef15853a7708 Author: Caleb Serafin <[email protected]> Date: Sun Nov 7 16:14:41 2021 +0200 ♻ KeyCache-Garbage Collector (#2186) ## What type of PR is this. * Bug * Change * Enhancement * [x] Library Additions ### What have you changed and why? * Added Garbage Collection Component of KeyCache. ### But What is KeyCache??? * KeyCache's goal is to reduce data sent over a network. * It can achieve this by replacing commonly used identifiers with a shortID. * However, this technology can be used to create translation tables for any data. * Translations can go stale and expire, this is preferable for a DNS-like implementation where the server holds all translations, and the client only needs to use a translation for a short period. * KeyCache is intended to be used as middleware before and after remoteExecution. Therefore, it cannot be directly called from another machine. Only the server can directly update translations on clients. * The parent code must handle the propagation of translations. * The most critical part of expiring translations is the garbage collector. Therefore, this PR will add that component. ### Tell us about this Garbage Collector * This garbage collector finds stale translations and deletes them. * A concurrent generational garbage collector was implemented. * Generational GCs are based on life's tough truth that most objects die young. See <https://docs.microsoft.com/en-us/dotnet/standard/garbage-collection/fundamentals#generations> for a description. * All new items are added to generation 0. If it not stale on this pass, it is promoted to generation 1. * Generation 1 checks items at a slower pace. If items survive this pass, they are promoted to generation 2. * Generation 2 checks items at an even slower pace. Items are not promoted past this point. ### Please verify the following and ensure all checks are completed. * [x] Have you loaded the mission in LAN host? * Have you loaded the mission on a dedicated server? ### Is further testing or are further changes required? 1. [x] No * Yes ### What do I need to review? * You don't need to review the fields under `/Tests/` * All functions that have content need a review * CfgRemoteExec can use a review as well. ### How can the changes be tested? Steps: ```sqf /* Run in order. Make sure that the previous test finishes before starting next. If the previous test failed, it's likely that the following will too. */ // Recommended call compileScript ["functions\Utility\KeyCache\Tests\unitTest_garbageCollector_basicPromotion.sqf"]; call compileScript ["functions\Utility\KeyCache\Tests\unitTest_garbageCollector_timedPromotion.sqf"]; call compileScript ["functions\Utility\KeyCache\Tests\unitTest_garbageCollector_basicDeletion.sqf"]; // Will take ≈10 minutes. Game will still run at 60fps. call compileScript ["functions\Utility\KeyCache\Tests\unitTest_garbageCollector_shortFpsStressTest.sqf"]; ``` * 🛃 Blocked all keyCache functions from remoteExec. * ♻ Cache-Based Generational Garbage Collectors. * 🧪 GC Unit Tests and Stress Tests. * 🪓 Split Unit Tests into 5 files. * ⚙ keyCache varaibles accessed through config macro * 📃 Added header to init. * Disabled keyCache unitTestMode commit 2af29a5a7a8c78f84135c8c59be1e6d2d965cfa0 Merge: 81660fe7 52d92a62 Author: Bob-Murphy <[email protected]> Date: Sun Nov 7 13:45:04 2021 +0100 Merge pull request #2183 from official-antistasi-community/killerswin2-patch-1 Update debug.hpp commit 81660fe78aa3c826a236432aae9d952d8f8eab93 Merge: ca8c3c03 a3f95b4f Author: Bob-Murphy <[email protected]> Date: Sun Nov 7 13:37:58 2021 +0100 Merge pull request #2188 from Zarickan/unstable Fixed script errors in 3CB and #Example templates ## What type of PR is this. 1. [x] Bug 2. [ ] Change 3. [ ] Enhancement ### What have you changed and why? Information: Fixed scripting errors in templates: - Templates/Templates/#Examples/Example_Logistics_Nodes.sqf:25 missing delimiter , in array literal - Templates/Templates/3CB/3CB_AI_BAF_Arid.sqf:47 missing closing ] in array literal - Templates/Templates/3CB/3CB_AI_BAF_Temperate.sqf:47 missing closing ] in array literal ### Please specify which Issue this PR Resolves. n/a ### Please verify the following and ensure all checks are completed. 1. [ ] Have you loaded the mission in LAN host? 2. [ ] Have you loaded the mission on a dedicated server? ### Is further testing or are further changes required? 1. [x] No 2. [ ] Yes (Please provide further detail below.) ### How can the changes be tested? Steps: n/a ******************************************************** Notes: commit ca8c3c0336aa381ef430a275dfdc1b2843d0f31f Author: HakonRydland <[email protected]> Date: Sun Nov 7 13:36:51 2021 +0100 fix incorrectly using mixed pool of occ and inv for AI arport creatio… (#2185) …n instead of faction specific ## What type of PR is this. 1. [x] Bug 2. [ ] Change 3. [ ] Enhancement ### What have you changed and why? Information: used both occ and inv vehicle pools for some of the vehicle selection in ai airport creation ### Please specify which Issue this PR Resolves. closes #XXXX ### Please verify the following and ensure all checks are completed. 1. [ ] Have you loaded the mission in LAN host? 2. [ ] Have you loaded the mission on a dedicated server? ### Is further testing or are further changes required? 1. [ ] No 2. [ ] Yes (Please provide further detail below.) ### How can the changes be tested? Steps: ******************************************************** Notes: * fix incorrectly using mixed pool of occ and inv for AI arport creation instead of faction specific * removed unneccesary OccAndInv macro in createAIAirplane commit 7c894d934ea64b117c71440dafa43ac79102c52c Merge: 9f974567 00d33a04 Author: Bob-Murphy <[email protected]> Date: Sun Nov 7 13:36:18 2021 +0100 Merge pull request #2178 from Lazejun/Ace-Food-n-water ## What type of PR is this. 1. [ ] Bug 2. [ ] Change 3. [x] Enhancement ### What have you changed and why? Information: Adds Ace Drink Items by Default, as they can be used to Cool your Barrel. Food Items are given at the start if the Parameter is enabled, food is only useful if Ace Field Rations is enabled. ### Please specify which Issue this PR Resolves. closes nothing ### Please verify the following and ensure all checks are completed. 1. [x] Have you loaded the mission in LAN host? 2. [ ] Have you loaded the mission on a dedicated server? ### Is further testing or are further changes required? 1. [x] No 2. [ ] Yes (Please provide further detail below.) ### How can the changes be tested? Steps: Start the Mission with and without the Parameter on, Water should always be given, Food only with the Parameter on. ******************************************************** Notes: Add Ace Food and Drink Items + Parameter commit a3f95b4f5e57cf16dcd582f56746b5f86f4c604e Author: Frederik Munk Madsen <[email protected]> Date: Fri Nov 5 12:12:28 2021 +0100 Fixed script errors in 3CB and #Example templates commit 52d92a62ef8f2d40b9e6caf022320508385c5df2 Author: Ellis Nielsen <[email protected]> Date: Sat Oct 30 13:53:08 2021 -0500 Update debug.hpp commit 9f974567ca0dc5ce0fe02a02cad361ce288d9eac Author: Caleb Serafin <[email protected]> Date: Sun Oct 24 19:00:29 2021 +0200 🆔 Added ShortID. (#2168) ## What type of PR is this. * Bug * Change 3. [x] Enhancement ### What have you changed and why? * Added a short ID generator. * It is based on client ID and a local counter. * This removes the need to create an initialiser for every ID counter needed. * It is not persistent, that need will be solved by UUIDs. * Although it's waiting on the merge of dependencies, it can still be reviewed. * The shortID_init method will be added to the new preJIP init file. ### Please verify the following and ensure all checks are completed. * [ ] Have you loaded the mission in LAN host? * [ ] Have you loaded the mission on a dedicated server? ### Is further testing or are further changes required? * [x] No * Yes ### How can the changes be tested? 1. Run unit & integration Tests. ```sqf private _tests = [["Init: counter1Modulo.", !isNil {A3A_shortID_counter1Modulo}],["Init: counter2Modulo.", !isNil {A3A_shortID_counter2Modulo}],["Init: counter1.", !isNil {A3A_shortID_counter1}],["Init: counter2.", !isNil {A3A_shortID_counter2}],["Init: clientID.", !isNil {A3A_shortID_clientID}],["Create: Return Amount.", count (call A3A_fnc_shortID_create) == 2],["Create: Return Types.", (call A3A_fnc_shortID_create) isEqualTypeAll 0],["Create: Return Different each time.", (call A3A_fnc_shortID_create) isNotEqualTo (call A3A_fnc_shortID_create)],["Format: Mapping.", [0xaaf000,0xf1a001] call A3A_fnc_shortID_format isEqualTo "aaf000-f1a001"]];private _failedTests = [];private _passedTests = [];{if (isNil {_x#1}) then {_failedTests pushBack (_x#0);continue;};([_failedTests, _passedTests] select (_x#1)) pushBack (_x#0);} forEach _tests;private _results ="## Test Results" + endL +(if (count _failedTests > 0) then {"### Failed" + endL +"* " + (_failedTests joinString (endL + "* ")) + endL}else{""}) +(if (count _passedTests > 0) then {"### Passed" + endL +"* " + (_passedTests joinString (endL + "* ")) + endL}else{""}) + endL +"---" + endL;copyToClipboard _results;text ("Test Results Copied to Clipboard! " + endL + _results); ``` * 🆔 Added ShortID. * ⏮ Intergrated PreJIP. commit 00d33a04de80f6f849dab41f66b31ec612a7202b Author: Lazejun <[email protected]> Date: Thu Oct 21 22:34:36 2021 +0200 Add Ace Food and Drink Items + Parameter Adds Ace Drink Items by Default, as they can be used to Cool your Barrel. Food Items are given at the start if the Parameter is enabled. commit cb540c19d6735ef3343331a549d7eb49344292b8 Author: HakonRydland <[email protected]> Date: Sat Oct 23 14:11:47 2021 +0200 Move to new templates (#2047) ## What type of PR is this. 1. [ ] Bug 2. [x] Change 3. [ ] Enhancement ### What have you changed and why? Information: The old pr freaked out and would recognise the new commits to the branch, see #1998 ``` Information: The move to the new template system in the code base. Removed old template system files renamed newTemplates to just templates added macros for "ease" of use with the new system move compilation of groups and assets lists to the templates processing. moved faction data to hashmap from namespace re did the arty entry in templates to be like the other vehicles entries, added a magazines entry thats a hashmap matching vehicle to magazines added template validation to loadFaction, verifying loadouts and datatype of entries in the template (not all entries have verification yet, and bad templates havent been tested yet, validation fail only screams in the log) removed list of assets and groups from initVarServer to two new functions in the faction loading process. Added 2 Weapons to 3CB Faction Logistics, Added 1 Vehicle, Added Trucks to Coveredblacklist. Added Line to add Static Weapons to StaticsToSave prob a lot more. ``` ### Please specify which Issue this PR Resolves. closes #XXXX ### Please verify the following and ensure all checks are completed. 1. [x] Have you loaded the mission in LAN host? 2. [ ] Have you loaded the mission on a dedicated server? ### Is further testing or are further changes required? 1. [x] No 2. [ ] Yes (Please provide further detail below.) ### How can the changes be tested? Steps: ******************************************************** Notes: * Fixed wrong var in chooseSupport Fixed `hasAce` missing the new prefix in new garage * disabled ambient noise when in garage (see #1988) * added requested settings disable option for ammo fuel and repair services in garage * Add 2 Missing Trucks to Coveredvehicles list Co-Authored-By: HakonRydland <[email protected]> * added locked by and looking at tooltip * added customisation preservation * fix locked name for the tooltip not updating on server * fix null object check not going before cat index is gotten * unified vehicle id naming in log lines * improved commander unlock log to include owner name * decided to leave the compat in * ⚙ refactor forEach loops on hashmaps to use the _y magic variable * 🔴⛓added disconnect handler for player crashes while in the garage or placing * removed log line since placement is done outside of garage, and the block condition was changed to reflect that this runs for every player disconnect * fixed null selection error * Factions now select template from the params * 🤖💻 auto picking added * 🧾 added logging when autopicking * 🧾 added invalid faction selected error log * corrected us marines being marked as factions dependant * updated header * added fallback category index * 🩹 corrected misslabeling in param OccupantsFactionEnum * partial move to new template (WIP) * move to new template in the code base * fixed occ and inv faction not getting broadcast fixed typo in rebel groups removed the two testing helis in helisLight (USAF template) * corrected casing in compileGroups * added missing template validation * removed case for petros in unitTraits (this was wrong anyways as i forgot to retrive the actuall unit data, i just got the name) * aperantly some keys in faction was side??? * fixed missing selectRandom for mortar spawns on createAIOutposts/Airplane * roadblocks use low tier units when low tier roadblock * Add Static Weapons to staticsToSave * Update 3CBFactions_Logistics_Nodes.sqf Add RBS70, Add High M240, Add new Pickup Truck * Match variable names, consistency. * ⚙🛠 Initial review change request by @jaj22 - compatibilityLoadFaction: Fixed casing, removed faction broadcast - compileGroups: added rifleman to AT & AA AI groups, fixed casing - LoadAddon: removed faction broadcast - initVarServer: added faction bradcast here so to not spam bradcasting durring template loading, broadcast is now also publicVariabled to be more reliable (have higer priority for JIP) doubt this is actually needed but dosnt hurt. * removed the doubled rebel "singular units" altered codebase to reflect this Notde: im unsure if something may have been missed while making this change, but all uses of rebel groups afaik specifically is with the `FactionGet(reb,"groups")` macro. so i **should** have caught all the cases. * fixed a few mistakes from the doubled rebel units removal * fixed rebel rifleman being treated as array in initVarServer * fixed array being passed to vehAvailable * changed grunt to rifleman, was SL on inv before (mistake?) * fixed incorrect pricing for garrison add * fixed unit type being passed as unit types to garrisonUpdate * fixed reinfPlayer treating class type as array * fixed incorrect path in include * fixed more incorrect include paths * fixed all police vehicle not being set as vehiclesPolice but Police instead * fixed bug in initVehClassToCrew where incorrect pool was given a crew type was rebel vehicles, supposed to be AI militia vehicles * added template asset validation error logging * fixed pring when no invalid entries * fixed minefieldAT && APERS being checked as magazines * fixed bad check on intel entries * whoopsi * updated new log line indicator * log bad mag type and bullet count in validateWeaponMagazine * Match cases on TKA West * Include Arid Marines Template * moved new templates to right foldr, not in selector yet * fixed errors in validation proccess * fixed print function and incorrect config change in magazines validation * "not_supported" is not supported anymore 😉 * added missing handling of asset lacking * fix milBuildings lacking missing asset safety * empty preference return empty string as if nothing was prefered * old system wasnt designed for this, reverted some changes to resolve this for now... a rework would be welcome in this area * fixed incorrect check for no uavs * Update Templates, Selector and Params Update to new Format of this PR * Fix bad Class * Update Mines to new Format * update check small UAV * added empty pool protection to attack HQ * fixed old unit from group composition selection * error handling improvements * fixed missing semicolon * removed dupe code block * Rangefinder casing consistency * Switched variables to camelCases * corrected wrong hashmap use in createOutpostsFIA fixed casing and old syntax * simplified getting surrender create type * added missing selectRandom removed horrible formating * spawnLight addapted to hashmap change * removed unnececary doubled groupData * resolved bad verification on initialRebelEquipment * Added case correction to loadStat -> garrison - added loadout name casing lookup table to loadStat garrison case - added debug lines for bad entries - tabs -> spaces * correct toolkit casing (including variable names cause im lazy * corrected ace medical casing * fixed loadout validation (fuck magwells) * corrected wrong param passed to verifyLoadoutsData * Fix Casing * correct bad class casing in config empty class defaults to valid * added auxPointerSlot * Update 3CB_AI_AAF.sqf * "getVariable" -> "get" * re added missing rebel group data * corrected faulty retrival of assemleTo corrected doubled returned cost (2 backpacks refounded for the combined price each) * corrected reverted typo * fixed incorrect garrison definition * fixed variouse syntax errors * manual revert of loadStat to unstable (bad merger) and reaplied needed changes for moveToNewTemplates tabs -> spaces * Review changes 11.10.2021 - added a "staticMortars" to A3A_faction_all - switched rifleman to marksman for militia snipers - corrected wrong indentation in createSDKgarrisonTemp - corrected error log argument count - fixed order of operation problem in reinforcementsAI - simplified/corrected auto pass vehicle check in vehAvailable - corrected naming convention violation in wavedCA - added police squad composition to groups data - corrected getting unarmed loadout name from faction data to groupe data - corrected equipRebel array checks to string checks for unit type - added missing transport helis to saveLoop asset preservation - corrected incorrect plane pool being used in ASF routine - simplified target type check for apc with A3A_faction_all in CAS routine - removed doubled transport helis in QRF replacement pool * Requested changes @jaj22, Review 12.oct 2021 -VehiclesNormal and VehiclesAir replaced, entry removed from faction data - Fixed various casing issues - Removed old civ vehicle data for auto_civ - Removed redundant log char limit work around in template validation - fixed type error and wrong entry check in goUndercover * case correcting * added missing variable for faction/group data * fixed bad macro call in aivehinit * fixed bad use of _faction instead of macro OccAndInv * Move everything from faction groups hashmap down to faction. Units get "unit" prefix, groups get "group". Also many bugfixes: - Numerous errors with high command squad recruit. - Ammo truck and destroy vehicle mission not working. - Patrol dog sniper team detection errors in multiple files. - Others that I forgot. * Fix initGarrisons for template refactor * Fix player recruiting for template refactor * Fix bomb specialist and MG team recruitment for template rework * Fix patrolReinf bug from group->faction refactor * Fixes to various vehicle type groupings: - staticMortars added to all. - Fixed multiple bugs and name order issues with heli grouping names. - Sorted out unlimited pool usage for patrolReinf/QRF/singleAttack. - Fixed old bug where tanks may ignore the first hit. * Fix civ unit type merge bug in invaderPunish * Fix typo in getVehiclePoolForAttacks * Fix support availability checks and CAS routine bug * Change groups*Squad to groups*Squads to reduce plural ambiguity * Case Correction * Update to new format * Replace pre-2.4 garrison troops with random new ones, add nil safety Co-authored-by: Lazejun <[email protected]> Co-authored-by: John Jordan <[email protected]> commit ce0e7ea329ba3f9bac04066a4a03fe484cc3ea66 Author: Ellis Nielsen <[email protected]> Date: Tue Oct 12 06:29:19 2021 -0500 removed random selection for construction (#2094) ## What type of PR is this. 1. [ ] Bug 2. [x] Change 3. [x] Enhancement ### What have you changed and why? Information: …
…ity#2047 - Remove minefield clearance repair vehicle exploit
* Initial version of attack/support rework * Don't count vehicles towards enemy garrison strength * Fix missing client idle checker and mission distance attack chance boost * - Add player movement speed as condition for clientIdleChecker - Fix bad macro argument counts on mortar & artillery - Add a lot of missing headers - Fix SUP_SAMAvailable, wasn't updated to new system * - Fixed dead function entries in CfgFunctions - Fixed broken code for reducing knowledge of old HQ positions - Fixed UAVs being added to active supports and breaking stuff - Fixed debug timeout value on client idle checker - Fixed swapped success/fail conditions for rebels on wavedAttack - Fixed bad no-landbase check in wavedAttack - Changed enemy vs enemy wavedAttack to create notification rather than task * - Fixed targpos/destpos issues in attackHQ - Fixed formatting in attackHQ - Increased AREA type support accuracy and reduced setup times - Increased the reveal value for UAVs so that enemies search buildings * - Moved selectIntel to server side - Added some new intel types to selectIntel, made traitor intel text less evil - Fixed some fire mode, target completion and timeout issues in CAS support - Fixed issue where interrogating was never a good option - Added partial fix for heli crew remaining in downed heli * - Fixed some no-land-base bugs in singleAttack - Fixed wrong function name in timingCA->resource translation - Fixed some vanilla vehicles in APC list that lacked cargo slots - Added basic override system for vehicle cost & threat values - Added some cost overrides for trash vanilla attack helis * - Fix minefield clearance bug probably from #2047 - Remove minefield clearance repair vehicle exploit * - Reworked CAS acquisition, run distance and altitude management. - Added cost overrides for RHS APCs and attack helis. - Moved zu-23 trucks to light armed (more appropriate in current system). - Removed some attack helis which were inferior variants of weak attack helis. * - Fixed scheduler typos - Fixed client/HC initFuncs load order - Doubled all enemy resource income - Added an extra resource difficulty category at the bottom - Increased permitted callForSupport call rate - Other defence response balance tweaks * Vehicle selection rebalance: - Added vehiclesLightAPCs, vehiclesIFVs and vehiclesHelisLightAttack categories - Filled them out for vanilla & RHS modsets - Reworked air support vehicle selection to use light attack helis and CAS supports - Adjusted land transport vehicle selection to use light APCs and IFVs if present * - Fix bugs in air support vehicle selection - Reduce IFV chance - Move RHSUSF M2 trucks into light APCs * CUP template updates and related vehicle mix balance tweaks * - Workaround probable Arma bug with adding multiple UAV crew. - Fix wavedAttack UAV spam bug. - Fix downed heli EH removal. - Update attackHQ for attack heli balance. * Fix CUP template typos * Bug fixes: - Fix RHS A10 not using the pylon version. - Fix vehicle deletion handler for vehicles with no selections. - Make CAS repeat fire more reliable. - Increase CAS circle distance and increase approach angle a bit so CUP works. - Fix typos in convoy spawning. - Fallback properly when pathfinding fails. - Fix multiple issues with HQ reposition effects on HQ knowledge. - Fix destroyed invader resources/factories having black markers. - Possible fix for UPSMON garrison reinf not moving. Features & balance changes: - Refresh 3CB Factions templates for APC/AH/attributes changes. - Prevent parked civvy cars spawning on junctions and bridges. - Prevent fresh CAS being called against infantry targets. - Increase proportion of light attack helis used. - Move RG31s into light APC. * - Fix some template typos. - Add simple patrol script for groups added to enemy garrisons. - Fix & improve (probably) reb vs enemy target choice. - Remove markerChange recapture monitor, add ability for QRFs to flip markers. - Make civ car count dependent on sqrt of pop and reduce with war level. - Improve cleanserVeh. - Added a hard timeout for QRFs to fix case where they refuse to advance. - Fix militia cars using the wrong behaviour. * - APC/heli updates for 3CB BAF templates. - Reduce chance of calling CAS against unarmed vehicles. - Increase callForSupport cooldown a bit. * - Fixed bug where QRFs >500m from markers threw RPT errors and failed to despawn. - Fixed bug where mortars and artillery didn't work for subsequent support calls. - Reduced invader advantage and moved it to params for load/save support. - Cleaned up some unnecessary var broadcasts. - Added some vehicle category explanations to the faction template example. * Balance tweaks to attack/support rework: - Increase costs of RHS/3CBF BMP2/3 and Bradley a bit. - Decrease cost of Mystere AA planes. - Decrease enemy resource tier scaling by 50%. - Decrease cost of simulated attacks by 0.25x. - Reduce chance of spawning CAS planes as part of attack force. - Add medium-range AA missiles to L39s because they couldn't kill anything faster. - Decrease values of radio outpot, seaport and airport relative to other locations. - Slightly decrease importance of value in attack choice weighting. - Fix old bug caused by mortar team stopping in location with no valid mortar positions. * Balance tweaks plus fixes for old despawning issues. General balance: - Reduced defence resources by 2x and attack resources by 3x. - Enemies now trade between attack and defence depending on current defence resources. - Reduced simulated attack cost a bit. - Reduced attack target value dependence on garrison size. - Increased target value of towns. - Made invader vs occupant balance a first-class parameter. - Added div10 adjuster for parameters to make the formulas more readable. CAS tuning: - Fixed issue where CAS could skip firing on late acquisitions. - Allowed CAS to attack nearby units instead when targeting meatsacks. - CAS now only uses guns against meatsacks, and closer ranges only. Fixes for new bugs: - Fixed input type case sensitivity and bracket issue in convoys. - Fixed reversed parameters for punishments in chooseAttack. Despawn fixes: - Switched rebel vehicle despawn to garbage cleaner (was broken). - Fixed issue where statics recaptured by enemy didn't despawn. - Removed old reportedVehs array, replaced with A3A_reported setVar * Various attack/support fixes: - Fix flipped parameters in requestArtillery (not sure how, maybe miscommit). - Fix various places where light attack helis weren't considered. - Fix bad side var in invaderPunish. * Balance & template tweaks to attack/support: - Increase player count scaling a bit. - Remove defence -> attack resource conversion penalty. - Set 3CB Factions vt7 to LDF vs HIDF. - Remove Super Tacano until hellfires can be made to work. - Add cold war AH1Zs to HIDF. * Bugfixes and balance tweaks to attack/support rework: - Aggro now has some direct impact on enemy resource income with reb vs gov vs inv. - Available defence resources now adjust immediately on player count changes. - Added marker value for towns to reduce QRFs supporting punishments. - Radio keys now consume one per support/attack, not one per message. - Fixed bug where anti-aircraft supports didn't count towards anti-air spend. - Fixed bug where positional artillery calls didn't work. - Fixed bug where attack forces used more support vehicles than intended. - Fixed bug where BAF attack heli arrays were unfinished. - Increased Apache costs. * VN template update for attack/support rework and related tweaks: - Allow vehicles in tank category to carry infantry if they have cargo seats - Add light attack vehicles with 4+ cargo seats to transport vehicle array - Switch cargo-only ground vehicles from GETOUT to MOVE, seems to work better - Improve handling of missing UAV/CAS/ASF cases - Allowed crews to stay in rebel AT & AA vehicls when immobilized - Removed a few dead vehicle categories - Removed obsolete artillery detection EH and old AI artillery function. * Add doc headers to support routine functions * Cleanup some load/save vars for attack/support rework * Fix defence resources changing on load/save cycle * Attack/support fixes: - Make wheeled armour breachable again. - Re-add intel-searching payment. - Fix broken QRF calls in bank and invader-refugee missions - Adjust convoy vehicle count by playerScale * Fix missing comma in RHS vehicle attributes * Fix copypaste error in markerChange * Bugfixes and balance tweaks for attack/support: - Implemented min/max artillery range properly so that BM-21 etc works. - Rewrote threat balance cap for better defence response scaling. - Added mechanic to reduce QRF trickling. - Increased overall enemy resources by ~20%. - Reduced effect of war tier on chance of enemies attacking rebel targets. - Fixed excessive intel corpse search reward. - Removed broken singleAttack calls in intel code. - Fixed rare createAttackForceAir vehicle count bug. Not strictly related stuff: - Fixed bug in no-path fallback waypoint creation. - Fixed specops hill-dwellers being spawners. - Added some logging to HC disconnect function. * Increase chance of enemy attacks against locations with players nearby, and improve AFK checking for commander * Reduce support delays * Hopefully final attack/support tweaks: - Make vehicle attributes work with verifyAssets. - Give enemy attacks some distance-from-airfield preference. - Adjust how players are accounted for in attack decisions. * Partial pathfinding rework: - 7x optimization of getNearestNavNode - Add nav nodes on roads near markers if there aren't any already - Added function to quickly find minimum road path distances * Implement low-air flag for factions (eg. PAVN, WW2 stuff): - Refactor waved attack, punishment, HQ attack and singleAttack to merge spawning code. - Punishment and HQ attack can now spawn land vehicles. - All attacks use more land vehicles for factions with low air flag. - Improved nav distance search functionality, search further with low air. - Lower chance of air-based supports, higher chance of land with low air. Unrelated changes: - Split enemy and rebel skill parameters. - Changed game info display to show resource balance rather than skill. - requestSupport now more likely to re-use CAS supports. - Reduce spotting distance for HQ when no large bunker present. - Prevented adding units direct to garrison when targeted by attack/punishment. - Fixed old refactor bug where fleeing happened too early. - Fleeing units now count towards attack/QRF failure termination conditions. - Fix old createVehicleCrew bug with VN gun trucks. - Fix spawner race condition with NATOinit cargo vs despawners. - Eventually kick units out of vehicles after they're destroyed. * Unsung template fixup for attack/support, plus fixes: - Fixed copypaste typo for Unsung A1J CAS main gun. - Added light helis into createAttackForceAir (forgot). - Fixed case where the create functions didn't work correctly for all-attack. * Restore unit skills properly on callForSupport, plus comment and header cleanup * - Fix up reinforcements for low air factions and new land support base checks. - Rewrite patrol vehicle choice, add support for low air factions. - Expanded input options for some pathfinding functions. - Workaround paradrops sometimes losing their waypoints after landing. - Workaround Unsung AN-2 cargo seat definition bug. * Clean up some hanging comments * Refactor to move support availability checks into init * Light ground vehicle behaviour improvements: - Trucks now unload & RTB instead of crew/cargo merge. - Added partial stuck handler to AAFRoadPatrol. - Separated land vehicle spawns more to reduce spawn collisions. * Increase enemy skill variance with player count a bit * Make orbital strike support work again
…y#2383) * Initial version of attack/support rework * Don't count vehicles towards enemy garrison strength * Fix missing client idle checker and mission distance attack chance boost * - Add player movement speed as condition for clientIdleChecker - Fix bad macro argument counts on mortar & artillery - Add a lot of missing headers - Fix SUP_SAMAvailable, wasn't updated to new system * - Fixed dead function entries in CfgFunctions - Fixed broken code for reducing knowledge of old HQ positions - Fixed UAVs being added to active supports and breaking stuff - Fixed debug timeout value on client idle checker - Fixed swapped success/fail conditions for rebels on wavedAttack - Fixed bad no-landbase check in wavedAttack - Changed enemy vs enemy wavedAttack to create notification rather than task * - Fixed targpos/destpos issues in attackHQ - Fixed formatting in attackHQ - Increased AREA type support accuracy and reduced setup times - Increased the reveal value for UAVs so that enemies search buildings * - Moved selectIntel to server side - Added some new intel types to selectIntel, made traitor intel text less evil - Fixed some fire mode, target completion and timeout issues in CAS support - Fixed issue where interrogating was never a good option - Added partial fix for heli crew remaining in downed heli * - Fixed some no-land-base bugs in singleAttack - Fixed wrong function name in timingCA->resource translation - Fixed some vanilla vehicles in APC list that lacked cargo slots - Added basic override system for vehicle cost & threat values - Added some cost overrides for trash vanilla attack helis * - Fix minefield clearance bug probably from official-antistasi-community#2047 - Remove minefield clearance repair vehicle exploit * - Reworked CAS acquisition, run distance and altitude management. - Added cost overrides for RHS APCs and attack helis. - Moved zu-23 trucks to light armed (more appropriate in current system). - Removed some attack helis which were inferior variants of weak attack helis. * - Fixed scheduler typos - Fixed client/HC initFuncs load order - Doubled all enemy resource income - Added an extra resource difficulty category at the bottom - Increased permitted callForSupport call rate - Other defence response balance tweaks * Vehicle selection rebalance: - Added vehiclesLightAPCs, vehiclesIFVs and vehiclesHelisLightAttack categories - Filled them out for vanilla & RHS modsets - Reworked air support vehicle selection to use light attack helis and CAS supports - Adjusted land transport vehicle selection to use light APCs and IFVs if present * - Fix bugs in air support vehicle selection - Reduce IFV chance - Move RHSUSF M2 trucks into light APCs * CUP template updates and related vehicle mix balance tweaks * - Workaround probable Arma bug with adding multiple UAV crew. - Fix wavedAttack UAV spam bug. - Fix downed heli EH removal. - Update attackHQ for attack heli balance. * Fix CUP template typos * Bug fixes: - Fix RHS A10 not using the pylon version. - Fix vehicle deletion handler for vehicles with no selections. - Make CAS repeat fire more reliable. - Increase CAS circle distance and increase approach angle a bit so CUP works. - Fix typos in convoy spawning. - Fallback properly when pathfinding fails. - Fix multiple issues with HQ reposition effects on HQ knowledge. - Fix destroyed invader resources/factories having black markers. - Possible fix for UPSMON garrison reinf not moving. Features & balance changes: - Refresh 3CB Factions templates for APC/AH/attributes changes. - Prevent parked civvy cars spawning on junctions and bridges. - Prevent fresh CAS being called against infantry targets. - Increase proportion of light attack helis used. - Move RG31s into light APC. * - Fix some template typos. - Add simple patrol script for groups added to enemy garrisons. - Fix & improve (probably) reb vs enemy target choice. - Remove markerChange recapture monitor, add ability for QRFs to flip markers. - Make civ car count dependent on sqrt of pop and reduce with war level. - Improve cleanserVeh. - Added a hard timeout for QRFs to fix case where they refuse to advance. - Fix militia cars using the wrong behaviour. * - APC/heli updates for 3CB BAF templates. - Reduce chance of calling CAS against unarmed vehicles. - Increase callForSupport cooldown a bit. * - Fixed bug where QRFs >500m from markers threw RPT errors and failed to despawn. - Fixed bug where mortars and artillery didn't work for subsequent support calls. - Reduced invader advantage and moved it to params for load/save support. - Cleaned up some unnecessary var broadcasts. - Added some vehicle category explanations to the faction template example. * Balance tweaks to attack/support rework: - Increase costs of RHS/3CBF BMP2/3 and Bradley a bit. - Decrease cost of Mystere AA planes. - Decrease enemy resource tier scaling by 50%. - Decrease cost of simulated attacks by 0.25x. - Reduce chance of spawning CAS planes as part of attack force. - Add medium-range AA missiles to L39s because they couldn't kill anything faster. - Decrease values of radio outpot, seaport and airport relative to other locations. - Slightly decrease importance of value in attack choice weighting. - Fix old bug caused by mortar team stopping in location with no valid mortar positions. * Balance tweaks plus fixes for old despawning issues. General balance: - Reduced defence resources by 2x and attack resources by 3x. - Enemies now trade between attack and defence depending on current defence resources. - Reduced simulated attack cost a bit. - Reduced attack target value dependence on garrison size. - Increased target value of towns. - Made invader vs occupant balance a first-class parameter. - Added div10 adjuster for parameters to make the formulas more readable. CAS tuning: - Fixed issue where CAS could skip firing on late acquisitions. - Allowed CAS to attack nearby units instead when targeting meatsacks. - CAS now only uses guns against meatsacks, and closer ranges only. Fixes for new bugs: - Fixed input type case sensitivity and bracket issue in convoys. - Fixed reversed parameters for punishments in chooseAttack. Despawn fixes: - Switched rebel vehicle despawn to garbage cleaner (was broken). - Fixed issue where statics recaptured by enemy didn't despawn. - Removed old reportedVehs array, replaced with A3A_reported setVar * Various attack/support fixes: - Fix flipped parameters in requestArtillery (not sure how, maybe miscommit). - Fix various places where light attack helis weren't considered. - Fix bad side var in invaderPunish. * Balance & template tweaks to attack/support: - Increase player count scaling a bit. - Remove defence -> attack resource conversion penalty. - Set 3CB Factions vt7 to LDF vs HIDF. - Remove Super Tacano until hellfires can be made to work. - Add cold war AH1Zs to HIDF. * Bugfixes and balance tweaks to attack/support rework: - Aggro now has some direct impact on enemy resource income with reb vs gov vs inv. - Available defence resources now adjust immediately on player count changes. - Added marker value for towns to reduce QRFs supporting punishments. - Radio keys now consume one per support/attack, not one per message. - Fixed bug where anti-aircraft supports didn't count towards anti-air spend. - Fixed bug where positional artillery calls didn't work. - Fixed bug where attack forces used more support vehicles than intended. - Fixed bug where BAF attack heli arrays were unfinished. - Increased Apache costs. * VN template update for attack/support rework and related tweaks: - Allow vehicles in tank category to carry infantry if they have cargo seats - Add light attack vehicles with 4+ cargo seats to transport vehicle array - Switch cargo-only ground vehicles from GETOUT to MOVE, seems to work better - Improve handling of missing UAV/CAS/ASF cases - Allowed crews to stay in rebel AT & AA vehicls when immobilized - Removed a few dead vehicle categories - Removed obsolete artillery detection EH and old AI artillery function. * Add doc headers to support routine functions * Cleanup some load/save vars for attack/support rework * Fix defence resources changing on load/save cycle * Attack/support fixes: - Make wheeled armour breachable again. - Re-add intel-searching payment. - Fix broken QRF calls in bank and invader-refugee missions - Adjust convoy vehicle count by playerScale * Fix missing comma in RHS vehicle attributes * Fix copypaste error in markerChange * Bugfixes and balance tweaks for attack/support: - Implemented min/max artillery range properly so that BM-21 etc works. - Rewrote threat balance cap for better defence response scaling. - Added mechanic to reduce QRF trickling. - Increased overall enemy resources by ~20%. - Reduced effect of war tier on chance of enemies attacking rebel targets. - Fixed excessive intel corpse search reward. - Removed broken singleAttack calls in intel code. - Fixed rare createAttackForceAir vehicle count bug. Not strictly related stuff: - Fixed bug in no-path fallback waypoint creation. - Fixed specops hill-dwellers being spawners. - Added some logging to HC disconnect function. * Increase chance of enemy attacks against locations with players nearby, and improve AFK checking for commander * Reduce support delays * Hopefully final attack/support tweaks: - Make vehicle attributes work with verifyAssets. - Give enemy attacks some distance-from-airfield preference. - Adjust how players are accounted for in attack decisions. * Partial pathfinding rework: - 7x optimization of getNearestNavNode - Add nav nodes on roads near markers if there aren't any already - Added function to quickly find minimum road path distances * Implement low-air flag for factions (eg. PAVN, WW2 stuff): - Refactor waved attack, punishment, HQ attack and singleAttack to merge spawning code. - Punishment and HQ attack can now spawn land vehicles. - All attacks use more land vehicles for factions with low air flag. - Improved nav distance search functionality, search further with low air. - Lower chance of air-based supports, higher chance of land with low air. Unrelated changes: - Split enemy and rebel skill parameters. - Changed game info display to show resource balance rather than skill. - requestSupport now more likely to re-use CAS supports. - Reduce spotting distance for HQ when no large bunker present. - Prevented adding units direct to garrison when targeted by attack/punishment. - Fixed old refactor bug where fleeing happened too early. - Fleeing units now count towards attack/QRF failure termination conditions. - Fix old createVehicleCrew bug with VN gun trucks. - Fix spawner race condition with NATOinit cargo vs despawners. - Eventually kick units out of vehicles after they're destroyed. * Unsung template fixup for attack/support, plus fixes: - Fixed copypaste typo for Unsung A1J CAS main gun. - Added light helis into createAttackForceAir (forgot). - Fixed case where the create functions didn't work correctly for all-attack. * Restore unit skills properly on callForSupport, plus comment and header cleanup * - Fix up reinforcements for low air factions and new land support base checks. - Rewrite patrol vehicle choice, add support for low air factions. - Expanded input options for some pathfinding functions. - Workaround paradrops sometimes losing their waypoints after landing. - Workaround Unsung AN-2 cargo seat definition bug. * Clean up some hanging comments * Refactor to move support availability checks into init * Light ground vehicle behaviour improvements: - Trucks now unload & RTB instead of crew/cargo merge. - Added partial stuck handler to AAFRoadPatrol. - Separated land vehicle spawns more to reduce spawn collisions. * Increase enemy skill variance with player count a bit * Make orbital strike support work again
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The old pr freaked out and would recognise the new commits to the branch, see #1998
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closes #XXXX
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