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Isla duala playtest adjustment #3463

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ante185
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@ante185 ante185 commented Dec 11, 2024

What type of PR is this.

  1. Bug
  2. Change
  3. Enhancement

What have you changed and why?

Information:
General cleanup and adjustments of assets
Moved or removed a number of control markers.
Testing a change to make the bridges indestructible on more than the host machine.
Moved the support corridors further away from land

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:

@ante185 ante185 added Testing needed Map port Doe pull requests or suggestions regarding porting maps labels Dec 11, 2024
@ante185 ante185 added this to the 3.8.0 milestone Dec 11, 2024
@ante185 ante185 changed the title [Draft]Isla duala playtest adjustment [Draft] Isla duala playtest adjustment Dec 11, 2024
@ante185 ante185 changed the title [Draft] Isla duala playtest adjustment Isla duala playtest adjustment Dec 11, 2024
@ante185
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ante185 commented Dec 11, 2024

Tested bridges by hosting the mission and letting @Tiny-DM join and try and destroy them. Reported the bridges as indestructible.

@ante185 ante185 marked this pull request as ready for review December 11, 2024 21:46
@ante185 ante185 requested review from jaj22 and Bob-Murphy December 11, 2024 21:46
@jaj22
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jaj22 commented Dec 11, 2024

What's the change to the bridges? The SQM diff is unreadable as usual.

@ante185
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ante185 commented Dec 11, 2024

What's the change to the bridges? The SQM diff is unreadable as usual.

init="if (isServer) then {{_x allowDamage false; _x enableSimulation false;} forEach nearestObjects [this, [""Land_ibr_mostd_bez_lamp"", ""Land_ibr_mostd_stred30""], 250];};";
->
init="if (true) then {{_x allowDamage false; _x enableSimulation false;} forEach nearestObjects [this, [""Land_ibr_mostd_bez_lamp"", ""Land_ibr_mostd_stred30""], 250];};";

basically, made the if statement to always be true instea of is server.
Coulda shoulda removed the if statement but this was faster and i had to do it several times

@jaj22
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jaj22 commented Dec 11, 2024

Weren't we putting these in the map's initServer to make them readable? Can use initPlayerLocal if you need it to run everywhere.

@ante185
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ante185 commented Dec 11, 2024

these were always in game logics placed by the bridges, it's just (appears as) having the isServer as the condition was wrong

@ante185
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ante185 commented Dec 11, 2024

Moved the support corridors further away from land, particularly the invader corridor was obnoxiously close to the mid-east airbase, making the enemies pop in in front of the players and be easy to spawn camp

They're technically off the map entirely now but that shouldn't be an issue for the AI

@jaj22
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jaj22 commented Dec 12, 2024

these were always in game logics placed by the bridges, it's just (appears as) having the isServer as the condition was wrong

Yes, but in #3424 we moved similar code into actual code files. And I like that.

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ante185 commented Dec 12, 2024

Yes, but in #3424 we moved similar code into actual code files. And I like that.

It's just that I don't have any way of retesting this - this appears to work and isn't that big of a change from what's currently merged

@jaj22
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jaj22 commented Dec 12, 2024

Tested the bridge code with local client + DS, works.

@Bob-Murphy Bob-Murphy merged commit bda60af into official-antistasi-community:unstable Dec 13, 2024
@Bob-Murphy Bob-Murphy added the Added to changelog Added to changelog label Dec 27, 2024
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3 participants