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ark_inhouse's Introduction

Behold... my stuff

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ark_inhouse's Issues

Rewrite admin tools

I wrote most of these, just needs a tidy and move, should be the easiest one.

Want to look at integrating hunting AI for final few players.

Rewrite sentry

This module is a massive mess, will probably break existing missions.

Townsweep: Troop re-arming

This becomes an issue when we have a high survivability rate but expend a lot of ammo.

Solution thoughts:

Deployable ammo box:

  • Simple version: CO/Host can just place a box down using the Truck gear from Hull
  • Complex version: Crate gets para dropped in (could be cool...)

Resupply vehicle:

  • A bit OTT but could have an AI truck drive in and drop off some crates and drive off (seems like massive overkill)

Refill ammo:

  • Re-run the init code on all the players (they'd lose picked up items and what not though so probably a bad idea)
  • Compare gear to what you start with using getUnitLoadout and setUnitLoadout maybe?

FSM tweaks

_aiGrp = group _this;
_suppressArea = getPosATL _dangerCausedBy;
_aiGrp setBehaviour "COMBAT";
_this setCombatMode "RED";
_this doWatch _dangerCausedBy;
_this doTarget _dangerCausedBy;
_this suppressFor (random [10,15,20]);
_this doSuppressiveFire [(_suppressArea select 0) + random 20, (_suppressArea select 1) + random 20, (_suppressArea select 2) + random 10];

Forestry

LOS check to get hard to reach thing

Townsweep: EI AH use

Currently when we have over 30 players we get an armour spawn, perhaps we could tweak this so we can have an armour spawn at 20 player and an enemy AH when at 30.

Considerations:

  • Need a place to spawn it (Possibly we can use location and filter for Airport, or just spawn in the air...)
  • Not sure if balanced as we'll only have light AT to fight it with

On the plus side the config support is there already in hull vehicleClassnames for all factions

Increase particle impact effects

Been wanting to look at this for ages, should hopefully be able to easily scale the vanilla effects, need to dump AIO and check.

Rewrite deploy

Easier to use module with drop down selections rather than entering fields by hand
Separate ACE action rather than buried in a sub-menu
Make use of preloadCamera

playSoundUI

Use in RACE for checkpoint sounds (should fix weird muting when in vehicles)

Rewrite clear cargo

Should be a better way of doing this than manually syncing bits.

Perhaps we can jump in before Hull runs it's gear assignments and just run over allVehicles or maybe there is a Eden EH we can use to write it to the mission.sqm before running.

Review config lookups to use Admiral API

Use [_unitTemplate, "infantry"] call adm_common_fnc_getUnitTemplateArray; instead of (getArray (configfile >> "Admiral" >> "UnitTemplates" >> _unitTemplate >> "infantry"));

Townsweep Revamp

Ideas to freshen up TS:

  • Selectable town... RNG sucks
  • MAT guys
  • Dynamic objective (simple kill vehicle/cache/collect intel)
  • Add Rotor integration
  • Basic fortifications (bunkers in a few places near the centre/road blocks)

POI: Support multi-crew aircraft

POI improvement for multi-crew aircraft to allow separate markers

  • Add pilot / gunner marker (how to handle door gunners?)
  • Remove all markers when exiting vehicle
  • Remove only "your" mark when ALT clicked (but for all crew)
  • Gunner needs a unique colour and icon

QOL tweaks for TS/RE

QOL tweaks for TS/RE

  • Cache: ACE interaction to destroy (cookoff makes it weird)
  • RE: Can get camo selection maybe (uniform images aren't consistent)

RPT errors from ACRE gestures

19:04:09 Error: Bad bone name lefthankka3ing in acre_UpperBody/
19:04:09 Error: Bad bone name lefthankka3ing1 in acre_UpperBody/
19:04:09 Error: Bad bone name lefthankka3ing2 in acre_UpperBody/
19:04:09 Error: Bad bone name lefthankka3ing3 in acre_UpperBody/
19:04:09 Error: Bad bone name lefthandthumb in acre_UpperBody/
19:04:09 Error: Bad bone name righthankka3ing in acre_UpperBody/
19:04:09 Error: Bad bone name righthankka3ing1 in acre_UpperBody/
19:04:09 Error: Bad bone name righthankka3ing2 in acre_UpperBody/
19:04:09 Error: Bad bone name righthankka3ing3 in acre_UpperBody/
19:04:09 Error: Bad bone name righthandthumb in acre_UpperBody/
19:04:09 Error: Bad bone name lefthankka3ing in acre_UpperBodyNoRArm/
19:04:09 Error: Bad bone name lefthankka3ing1 in acre_UpperBodyNoRArm/
19:04:09 Error: Bad bone name lefthankka3ing2 in acre_UpperBodyNoRArm/
19:04:09 Error: Bad bone name lefthankka3ing3 in acre_UpperBodyNoRArm/
19:04:09 Error: Bad bone name lefthandthumb in acre_UpperBodyNoRArm/
19:04:09 Error: Bad bone name righthankka3ing in acre_UpperBodyNoRArm/
19:04:09 Error: Bad bone name righthankka3ing1 in acre_UpperBodyNoRArm/
19:04:09 Error: Bad bone name righthankka3ing2 in acre_UpperBodyNoRArm/
19:04:09 Error: Bad bone name righthankka3ing3 in acre_UpperBodyNoRArm/
19:04:09 Error: Bad bone name righthandthumb in acre_UpperBodyNoRArm/

EH optimisation

Remove in-line EH code and replace with functions as...

Code block is stored as string and recompiled before every execution.
So you can have a benefit by putting it into a variable and using a short code ala:
{call my_fnc_function}

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