cyruz143 / ark_inhouse Goto Github PK
View Code? Open in Web Editor NEWCollection of in-house mods for various gameplay tweaks + fixes
Home Page: http://www.ark-group.org
Collection of in-house mods for various gameplay tweaks + fixes
Home Page: http://www.ark-group.org
LOS check to get hard to reach thing
When 2.10 is released can remove https://github.com/Cyruz143/ark_inhouse/blob/master/addons/ark_building_cleaner/server_postinit.sqf#L21
MG3 specifically....
ark_inhouse/ark_scripts/ark_main.sqf
Line 109 in 98f18be
Available in 1.61
This becomes an issue when we have a high survivability rate but expend a lot of ammo.
Solution thoughts:
Deployable ammo box:
Truck
gear from HullResupply vehicle:
Refill ammo:
getUnitLoadout
and setUnitLoadout
maybe?Driver moves in to "commander" gun rather than main gun
Vehicle AI are higher skilled to make them less shit in vehicles, now they're surviving and jumping out and being super deadly.
delete MNP_FIN_Soldier_AT
delete MNP_AFIN_Soldier_AT
QOL tweaks for TS/RE
If players manage to steal a chopper, account for this...
Can I leverage this to remove dead units?
ark_inhouse/addons/ark_capacity_fixes/CfgWeapons.hpp
Lines 1 to 9 in 0bec933
Next ACE patch replaces the item completely so need to update that!
When https://github.com/acemod/ACE3/pull/8469/files is merged, can be done via setting.
Some CUP vehicles use scripted turrets with locking for FFV and other purposes.
Need to handle that as code here doesn't and causes an AI to spawn at 0,0,0: https://github.com/Cyruz143/ark_inhouse/blob/master/addons/town_sweep/spawn_functions.sqf#L295-L299
Use [_unitTemplate, "infantry"] call adm_common_fnc_getUnitTemplateArray;
instead of (getArray (configfile >> "Admiral" >> "UnitTemplates" >> _unitTemplate >> "infantry"));
Quick test shows this code doesn't work well when the AI isn't local to the server, will need addressed in future versions.
Working on this in https://github.com/Cyruz143/ark_inhouse/tree/admin_ai
Goals are to be able to call something from the admiral templates from the host ace menu to avoid people having to run code manually etc (ez mode for moox).
Currently have call in Armour and call in Attack Helo (this requires an admiral update).
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
^^
_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];
skn_nbc_units
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/
https://github.com/Cyruz143/ark_inhouse/blob/master/addons/town_sweep/spawn_functions.sqf#L315-L333
19:05:22 Error: Object(26 : 8) not found
19:05:23 Error in expression <e = createVehicle ["CUP_BOX_GER_Wps_F", _buildingPos, [], 0, "CAN_COLLIDE"];
_cr>
19:05:23 Error position: <_buildingPos, [], 0, "CAN_COLLIDE"];
_cr>
19:05:23 Error Undefined variable in expression: _buildingpos
19:05:23 File x\ark\addons\town_sweep\spawn_functions.sqf..., line 322
Should be doable. Local unit && isPlayer check and move out as well as CBA event.
POI improvement for multi-crew aircraft to allow separate markers
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}
Been wanting to look at this for ages, should hopefully be able to easily scale the vanilla effects, need to dump AIO and check.
Add isWeaponDeployed
check and counter.
Use in RACE for checkpoint sounds (should fix weird muting when in vehicles)
Add throwable charges
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.
Ideas to freshen up TS:
Spawns 3 dudes, one can't move in so sits at 0,0,0
Remove https://github.com/Cyruz143/ark_inhouse/blob/master/addons/ark_ace_spectator/client_preinit.sqf#L42 once ACE fixes locally.
Create helipad or object for rearm/repair/refuel using ACE.
A3_Data_F_Enoch_Loadorder
Replace post 1.94 and bump versioning.
UI message / fade screen
This module is a massive mess, will probably break existing missions.
Waiting on ACE 3.13.1 to fix bug...
Need "light" AT versions for:
Currently have:
CUP_Vehicles_LoadOrder
CUP_Weapons_LoadOrder
Waiting on ones for units + terrains to finish everything.
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:
location
and filter for Airport, or just spawn in the air...)On the plus side the config support is there already in hull vehicleClassnames
for all factions
Could be used in a few checks to optimise code further.
Test to see forcespeed works to avoid helos spinning down.
When IDI-Systems/acre2#644 is live in release.
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.
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