alphakilo11 / arma-3 Goto Github PK
View Code? Open in Web Editor NEWExperimental Repository for ArmA 3
License: GNU General Public License v3.0
Experimental Repository for ArmA 3
License: GNU General Public License v3.0
ArmA-3/functions/AK_fnc_storeFPS.sqf
Line 25 in 14b64a9
ArmA-3/functions/AK_fnc_storeFPS.sqf
Line 25 in 385af33
Battlelogger
uuid.uuid4()
)Auswertung
Dropped:
Use database?
TODO
ArmA-3/functions/AK_fnc_battlezone.sqf
Line 53 in ca75281
a la Top Gun Maverick.
Bugs
player addAction
)Core Ideas
Infantry
Mechanized
Armor
Dropped
ACE3 will cause tanks to sometimes blow off turrets, which won't be deleted by ABE right now.
Probably a table would be best but maybe there are better variants. JSON seems valid, as it is hierarchical.
How does the game access that data?
ArmA-3/functions/AK_fnc_battlelogger.sqf
Lines 59 to 64 in 0c4cf2b
this addEventHandler ["CuratorGroupPlaced", { params ["_curator", "_group"]; }];
ArmA-3/functions/AK_fnc_battlelogger.sqf
Line 95 in ca381bf
Wild West Thempark
"Due to a recent accident no real horses are used in the park -instead buggies are provided"
Only Wild West Weapons (or similar) are used by players and NPCs.
Wild West Clothes only.
see title
A battle that quickly resultet in 6:0 was not endet prematurely (20221215 ca. 09:30)
10:07:44 although all vehicles from one side are knocked out, 4 of them are still listed as active by the battlelogger
As of Version 1.01 more than 19% of battles end due to timeout (600 s). Cutting the timeout to 190 s would still allow 95% of non-timeout_battles to conclude (this data was collected with 1000 m engagement distance). The average battle time is 197 s. The median lies at 90 s.
Cutting timeout to 190 s would increase the number of battles per time by 77%
ArmA-3/functions/AK_fnc_moveRandomPlatoons.sqf
Lines 45 to 57 in 7638e15
V1.01 Format ( use line.split('Result: ')[1].split(' Battle')[0]
)
2022-12-08 7:37:32 "AKBL Result: [] Battle over. Battlelogger shutting down"
altes Format:
2022-12-08 7:37:32 "AKBL Result: Survivors: rhs_bmp2_vv;9;CSA38_pzIIIC_LATE3;3. Location : Enoch [6000,7000,0] Battle over. Battlelogger shutting down"
Any unique BLUFOR faction (eg US Marines or NATO) fights against mixed OPFOR/INDEPENDENT.
Hostiles spawn in groups and platoons mit Abständen gem Handakt.
For every hostile platoon only one squad of BLUFOR will spawn. The players have to dip the battle in BLUFOR's favor.
Players should not see any spawning - ideally all NPCs will ingress via Helicopter/Vehicle.
Kann auf 50 reduziert werden. Quelle OPFOR Gliederung
Players start with minimal equipment (civilian clothes?) and have to fulfill a mission (escape?) acquiring gear from hostiles (and drops/caches?)
This should be a scripted scenario that starts at a designated point and has lots of random variation.
to let players participate the action
ArmA-3/functions/AK_fnc_battlelogger.sqf
Line 67 in a25f0f7
ArmA-3/functions/AK_fnc_battlelogger.sqf
Line 23 in 948820b
S=Spawnpoint
S->x<-S
S->x<-S
S->x<-S
Option 1: Use Helos to transport troops to the frontline
Option 2: Paradrop
ArmA-3/functions/AK_fnc_battlelogger.sqf
Line 85 in ca381bf
https://community.bistudio.com/wiki/BIS_fnc_moduleRespawnVehicle
Line 2 in de04f9f
Artillery?
Vanilla? -> CBA (for defence module)
Neutral Reinforcements?
A framework which allows players to select and start different scripted scenarios without loading a different mission. A possible implementation might have an objective marker pointing to a laptop.
Infantry
Mechanized
Armor
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