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a3-antistasi-1.9-outdated's Issues

Request: [RHS] Add start uniforms from RHSGREF matching with vests from RHSAFRF

Hello,
I am new at GitHub.
First I would like to thank you to work on improvements. - And of course, thanks to Barbolani for that great scenario.

For playing Antistasi with RHS I would like to address that request to add start uniforms from RHSFREF that are really matching with vest from RHSAFRF.
Uniforms:
"rhsgref_uniform_specter"
"rhsgref_uniform_ttsko_urban"
"rhsgref_uniform_ttsko_mountain"
"rhsgref_uniform_ttsko_forest"
"rhsgref_uniform_vsr"
"rhsgref_uniform_gorka_1_f"

Reason:
The available uniforms do not really match to the vest that I get from the AFRF soldiers.
For myself that issue destroys a bit the atmosphere.
In the old versions I added them for myself via the US air support boxes. (because I did not know how to add them for the available start uniforms)
So I just try to have them 'officially' available form start on that way.
Thank you,

waitUntil errors

Error Undefined behavior: waitUntil returned nil. True or false expected.
17:05:28 In last 10000 miliseconds was lost another 29 these messages.
17:05:28 File mpmissions__cur_mp.altis\CREATE\createSupplyBox.sqf..., line 174
17:05:38 Error in expression < {
sleep 1;
!(isNull attachedTo _crate) OR
!(_marker in markerSupplyCrates)
};

Error position: <OR
!(_marker in markerSupplyCrates)
};

AI unable to follow waypoints in High Command

AI can't follow waypoints properly in high command mode.

Black Fox: In one case the truck for setting up camp would always be stuck despite spawn coordinates being on a flat road.
(03/07/2019) Black Fox: Know what's wrong with AI vehicles. Engine needs to be turned off then on so using AI direct control when spawning a Camp truck.

VCOM....

Resource-Factory Overhaul

Add additional supply missions (possibly only spawning at resource points) that contain special materials that need to be taken to a factory to be turned into an economy material (functions like money) which is then used for obtaining specific items.
Metal -> vehicle parts -> buy vehicles
chemicals -> ammo[could be an ammo-box of magazines]
precious metal ore -> money
are a few examples.

ps wish i could label my own issues

Ace Cargo vanishing from vehicles

Unloaded gear (and supply box) to arsenal. ACE loaded cargo was not there after.

Archie: Cleared unmarked CSAT AA OP, loaded everything to truck, moved to other OP and grabbed supply crate. Upon RTB, unloaded supply box and trucks inventory (without removing ace cargo) via the "Unload cargo to arsenal". Went to remove the ACE loaded statics but they vanished.
Sebastian: Ace cargo works by attaching the item to the vehicle but under the map. "Unload cargo to arsenal" seems to break it.

AI struggles to get into roadblock and outpost vehicles

AI for roadblock and OP struggle to get into the vehicles, resulting in them staying at base.

RedBull: Usually approx half the AI squad will mount while the SL will stand still spamming "Get in that vehicle". Only after teleporting them in via Dev console will they move to the High Command waypoint.
related to #21

Font change for future multilanguage support

Since Purista fonts has a limited character set, i suggest you to change Purista to RobotoCondensed over the project for a better localization support.
for example:

PuristaMedium -> RobotoCondensed
PuristaLight -> RobotoCondensedLight
PuristaBold -> RobotoCondensedBold

complete Wurzel´s supply system

Wurzels dynamic supply system has been implemented right before we switched versiond due to barbolani returning, and thats why it is incomplete

  • currently supplies also spawn inside friendly towns or outposts when storage halls are present
  • not supplying a town has no negative consequences
  • there should be a way to automate resupply for players that play in single player and dont want to spend all their time transporting boxes (for a small price, something like "improve infrastructure" so the town resupplies itself)

fn_punishPlayer.sqf implementation

Re-implement punishment system so that it triggers properly on player respawn after being tagged with tkpunish for excessive civilian kills / friendly fire.

Also have it trigger directly on a player who kills petros while on his side.

HQ grenade shield

HQ used to have a system in place on 1.4 that blocked people from throwing grenades with either Ace advanced throwing or base game grenade throw.
Lets bring this back and make sure the zone moves with HQ.

Civilian helicopter not civilian.

The purchased helicopter from HQ in the civilian category does not allow you to go undercover, despite being unarmed it is listed as a military vehicle somewhere.
Only tested with RHS:USAF enabled. It spawns one of the UH variants without any weapons.

Supply Mission AI not smart.

AI spawned for supply crates do not react correctly to player presence.

Madmansam: I could walk in with a pkm and spray them down. Stood there for a second, popped them once to see if they would respond, Nope.

seems like a server load issue, otherwise VCOM

AI not responding correctly

AI sometimes does not engage, stays at ease but will throw grenades at you.
Something may stop them from changing their stance.

Related to #20

incognito loss not always constant

Remembered a 1.9 bug: incognito changing people to civilian or isCaptured or whatever it does is not always being removed from people who exit undercover vehicles. I observed (from Zeus) at least two cases where an armed player exited an undercover vehicle but remained in the civilian faction

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