* Remove obsolete event rename script
* Add initial function documenting python script
- Currently only finds all public/invalid function files
- Method "document_public" is in place to handle the data taken from a
function header, but currently unimplemented
* Add author/description/arguments processing
* Improve console logging and add return processing
* Use class based approach for better data handling
* Add argument processing with support for notes
* Implement rudimentary doc output
* Add return and example processing
* Fix example variable
* Fix documenting no arguments/return
* Fix malformed return handling
* Improve control flow
* abc
* Revert "abc"
This reverts commit bcb4214bd9.
* Update to current commit
* Added HOT1 Missile and SACLOS/Wire guidance
* Added all HOT variants. Added polish to code
* Fixed bug with pylons
* Changed how seeker angle is calculated. When the wire snaps the missile goes haywire. Fixed bug where HOT2/3 missiles weren't getting missile guidance
* Replaced Wiesel FireFIST launcher with HOT Launcher
* Remove debug defines
* Tweak thrust
* Fix formatting issues. Added true randomness. Added ACE prefixes. Added string table. Tweaked missile dynamics
* Fix bug where attack profile correction was wrong due to magnitude always being 50. Add stringtable values for relevant strings. Added reload time to Wiesel ATGM. Added "onFired" to initialize values
* Moved wire-snapping logic to attack profile
* Missile flight dynamics tweaked
* Add a crosshair offset. The missile sits in this offset relative to the crosshair
* Add LOS checks. Fix bug where wire-cutting didnt work.
* Tweak explosive range for a kill radius of ~20m. Add fragmentation
* Add AI Flags
* Person in control of missile may not be the shooter
* Fix RPT spam on missile out of LOS. Tweak missile dynamics. Add wire break sound cue
* Fix bug where missile didn't go to a fake target in front of it when out of LOS
* Use a better, more generic way to calculate direction camera is facing
* Use ACE Macros for frag values. Get config entry with CBA
* Add Wiki entry
* Add new lines to wiki. Allow for SQF expressions in config for maxCorrectableDistance
* Add CPP code tag
* Fix wiki grammer error
* Re-convert back to CBA_fnc_getConfigEntry
* UAV Gunner support, cleanup
* Fix bug where SACLOS for launcher guided weapons was off
* Add the ability to define how far ahead of the missile the attack profile will seek toward
Added 1.3: Making an arsenal only with items from precreated loadouts. A very powerful addition when you want default loadouts spawnable without giving a full arsenal or looking up all classnames yourself.
Discussed with commy2 and alganthe in the ArmA 3 Mission creation discord channel.
If the format is not perfect, please change it to your liking.
-Miles T. Focus
* Add Event for tripflare triggering
_flare might be useful to delete / replace flare
_position is already available, so why not send it too
* added documentation
also added missing wirecutter event
* Add addDefaultLoadout function
* Initialize defaultLoadoutsList by default
* Close params bracket
* Revert "Initialize defaultLoadoutsList by default"
This reverts commit a53d21046e.
* Add isNil check
* Remove tab
* Overwrite loadout if it exists
* Fix file name typo
* Use findIf and copy array
* Add override note to header
* Make btnImport use new function instead of duplicating code
* Use GVAR
* Use findIf
* Fix spacing
* Add documentation
* Improve documentation
* Add a part of the stats documentation
* Finish documenting stats
It's barebone but it'll do.
* Add EH list to ace arsenal framework doc
* Remove I form in framework doc, capitalize default loadouts
* Add section about importing BI VA loadouts
* Adding pylon whitelist option
* Changing tabs to spaces :(
* Changing to use QGVAR
* Changing name in QGVAR to more clearly reflect function of variable
* Docs for the magazine whitelist function in pylons
* Changes to match style guide
* More docs
* More tabs
* Update pylons-framework.md
* Update pylons-framework.md
* Add first draft of the arsenal feature page
* Fill out the loadout section, add doc for new shortcuts
* Add features part of the documentation
* Fix minor typos
* Fix typos, remove inline code highlighting for words
* Add first draft of framework doc
* Finish ACE arsenal framework first draft
* Rename framework file
* Add quick start
* Add default loadouts entry
* Add init box warning
* Fix typo and linebreak on the quickstart lines
* Fix some typos in arsenal framework doc
* Capitalize Arsenal, fix minor typos
* Fix more typos, change quickstart
* Add a newline to the single line example
* beautify warnings at the top of the page and quickstart
* Added cookoff probability for vehicles. Tweaks to cookoff to stop total blocking of destruction in some cases.
* Changed var name to probability. Better method for getting config value.
* Fixed naming error
* Changed setting to be a global coefficient. Added some info to cookoff doc
* Reverted hitfuel check
* Reverted damage threshold for cook-off
* Tweaked probability calculation
* Update fnc_handleDamage.sqf
* Convert ACE_settings to CBA_settings
* Run Modules Globaly, BWC for SetSetting
* Add support for string settings
* ACE_ServerSettings warning
* Add handler for global setting being changed
* Add deprecated and replaced not to Settings Framework doc
* Remove options menu UI, Move Debug and HeadBug Fix to Options in Pause Menu
* Change modules scope to 1
* Disable debug
* Updated markers.md to include moveable map markers.
* Added documentation for map-gestures and moveable map markers.
* Minor phrasing fixes.
* Minor phrasing fixes.
* Added featurex documentation for fortify.
* Updated to correct version.
* Correct version (3.3.0)
Not released yet. Will be released in 3.3.0.
* Grammar and phrasing fix.
* Updated dependencies.
changed dependencies_list to dependenciesx_list. Also switched out components to "acex_fortify".
* Removed acex_ before component.
* Fixed syntax.
* Added fortify-framework.md. Redirect sitting.md from framework to frameworkx.
* Minor syntax fixes to fortify-framework.md and fortify.md. Deleted old sitting-framework.md
* Corrected header numbering.
* Added fortify to dependenciesx_list.md
* Fixed syntax errors. Added func. args. for adding custom presets.
* Minor fix to args.
* Fixed fnc. args.
* Removed public part.
* Removed public part.
* Finalizing fortify-framework.md. Removed outdated note from sitting-framework.md.
* Add player initilization safety to setSpectator
Public function which should wait for player unit to exist before running.
With this change an additional variable is now set on the player unit which
can be used to check whether players are spectators or not (part of
grander plans).
* Add UI initalization safety to setSpectator
Should make it so that calling the public function before the main display
has initalized will correctly wait until it has before starting spectator
* Overhaul spectator
Initial WIP overhaul of spectator component. Based on BI's End Game
Spectator and AACO's work on POTATO spectate. The essential functionality
is in place, but some things are broken and some are still to be
transferred.
* Remove redundant canInteract condition
Spectator UI will be open anyway so this is pointless.
* Fix follow camera controls
Also ensure unit camera modes have a target more consistently
* Fix widget weapon icon for unarmed
* Fix follow camera zooming
* Fix entity list not updating correctly
* Remove redundant conditions
* Fix list click behaviour
* Remove a bunch of old debug
* Alter behaviour of camera speed
* Restructure the spectator addon
* Fix camera tracking behaviour
* Fix very fast camera toggle
* Fix initial camera mode
* Fix double click behaviour
* Make AI name display consistent
* Add UI toggle
* Fix current camera mode button highlighting
* Fix focus info widget when clicked on in 3D world
* Improve key handling
Use of `inputAction` could result in weirdness when multiple keys pressed
at the same time. Hardcoded for now.
* Implement dynamic help UI element
* Remove some redundant code
* Fix follow camera jitter
* Add projectile drawing
Technically the capability to draw projectiles has been in since the
start. However it took me a bit of time to figure out how best to
add/remove the required event handlers.
I decided to add them during the process of finding things to draw, since
I'm iterating over the list of spectatable entities here anyway. With an
additional GVAR containing up to date entities, the fired EHs can remove
themselves when applicable. This avoids any granularity issues with adding
EHs en masse.
* Improve naming convention related to drawing
* Remove outdated unit and side settings
Also re-add unit whitelisting/blacklisting support
* Rename public function for consistency
Adds a deprecated warning to the old function name.
* Update stringtable
Some entries are replaced with BI translations, others are no longer
needed. I pieced together one of the camera mode settings by combining the
BI translations of the individual versions.
* Add location public functions and list population
Just need to take care of drawing and then camera interaction now
* Add location 2D and 3D drawing
* Respect whitelist and blacklist correctly
* Add location camera focus capability
* Fix local helicopters follow mode bug
* Add compatibility with `counter` template
Simply repositions the counter UI to the top of the screen out of the way
* Update respawn template
This template is only compatible with respawn types 2 & 3
* Rename compatibility function
* Add compatibility for respawn types 1,4 and 5
* Update setCameraAttributes function
* Fix draw3D for respawn types 1,4 and 5
* Fix screeching seagulls #4265
* Fix script command typo
* SQF Linter Pass
* Add obsolete warning for public func params
* Deprecate interrupt function
* Fix incorrect function call
* Make playable virtual spectator work
* Improve focus handling in public function
- User might want to reset focus for free cam, in which case objNull
cannot be reserved for random
- Focus is still required for unit camera
- Update some function headers
* Note explicitly the use of `player`
* Remove unused base classes
* Improve seagull culling
* Add projectile drawing to vehicles
* Fix same tab selection clearing list
* Make projectile lines last 1 frame longer
* Add true zeus compatibility
- Re-opens spectator when zeus closes
- Transfers the curator module over in the respawn template
- Only handle uiForced in setSpectator to avoid issues with esc key
- Add safety to setFocus so that it only updates the UI when applicable
* Fix player moving in FPP
* Fix zeus transfer and re-opening
* Consolidate icon definitions
* Fix AI setting for player groups
* Improve handling of alive spectators
Instead of disabling simulation, just stage them automatically if alive.
* Fix respawn template for types 2 & 3
* Fix pre-set camera mode with no focus
- Improve handling of UI updates in camera related functions
- More explicit UI initalisation
- Find a focus if one wasn't pre-set for a camera mode which requires a
focus
* Localise key names
* Fix camera mode and vision settings on init
When spectator starts the available camera modes and vision modes should
be consulted to ensure they are respected upon opening.
* Fix key localisation
* Add next/prev entity keys
* Fix vision modes update while camera active
- Updates the camera vision mode in case the current was removed
* Add public getCameraAttributes function
* Fix spectator zeus compatibility
- Camera control wasn't returned on exit due to change in fnc_ui
* Improve vision mode handling
- Curator now resets vision mode on entry
- First person also reset vision mode so that it is consistent between
camera changes
* Improve location handling
- It makes more sense to specifiy the position ATL since the text is going
to be rendered there and a z of 0 is then ground height.
- Updates the ui immediately if the list is already on locations
* Disable list keyboard search
* Fix handling of forced camera mode with no focus
* Fix handling of free mode removal while no target
* Fix locations respecting available modes
* Fix list entry removal code
- Replace getTargetGroups with getTargetEntities for consolidated
filtering.
- Fix the step of the removal loops and make them go to index 0 instead of
1
* Improve side handling of unit list
- Accounts for possibly of whitelisted random objects that belong to other
sides
- Move the index decrement to loop, not within every loop
* Add linter ignore directive
* Fix list code
* Improve entity fetching
- Change whitelist/blacklist application to optimize the code
* Include dead units in the list
- Allow getTargetEntities to return dead units too
- Iterate over allGroups in list updates to reduce overhead
* Take care of TODOs
* Mark stageSpectator as non-public
* Fix updating list focus
* Adjust default camera speed
* Include the function file
* Generalise camera button UI
- Makes it easier to extend with future camera mode buttons
- Removes potential error when display doesn't exist
* Remove obsolete staged event
- Add vision toggle to help
- Restructure some function PREP
* Add public function to return all spectators
* Change default briefing name used on map display
* Fix the order of 4 main sides in list
* Restore non-toggle behaviour of camera speed
* Fix UI gap between list and tabs
* Force update UI list when player is staged
Hopefully this fixes any issues related to the player appearing in the
list
* Update controls strings
* Fix entity tooltips showing short name
- Also revert changes to common function and just handle in this component
* Include dead in unit switching
* Show rank and vehicle icon in list
- Rank is shown in tooltip
- Vehicle icon is used to see which units in the list are mounted
* Change default vehicle icon
* Show whether medic/engineer in tooltip
* Improve list double click behaviour
* Improve group icon handling
* Use dynamic group icons for drawing
* Fix EFUNC call
* Update all function headers
* All the changes I had staged before arma broke git
Arma managed to crash my whole system again, breaking my git repo and I
resorted to nuking it and pasting the changes I had comitted locally back
in. From memory:
- Fix icon paths
- use distanceSqr for minor speed boost
- Add setting to show map locations in the UI
- Limit location rendering based on distance
- Probably some other crap
* Fix squared comparisons
* Remove unnecessary variable publicity
* Deprecate fnc_stageSpectator
The function was a source of confusion alongside fnc_setSpectator and so
it is replaced by an additional parameter to hide the unit as part of
fnc_setSpectator. No longer is the unit moved either, to reduce complexity
and give more control to mission maker.
* Fix undefined variable
* Update spectator framework doc
* Update spectator feature doc
* Fix typos and grammar
* Revent version introduced number
* Update with new changes
* Add removeCargoItem function to cargo module
* Fix documentation typos
* Fix header 'public' field
Of course it's a public function, that's the whole point!
* Fix spelling
* Add missing then command
* Work better with objects
* After-test fixes
* Also update wiki
* Overhaul
* Make the event more robust
* Fix logic & shorten docs
* Add fast mouse actions to refuel
* nobody seen that
* Add interaction condition and refuel on ladder
* Add car hit, fix change weapon on uncon
* Replace objNull with nil in setVar, unify var names
* Delete *ConnectNozzle functions
* Delete reset* functions
* Add public function and eden attributes
* Remove static actions from RHS compat
* Remove statusEffect_set on respawn
* Fix dual menu, add deprecating message
* Optimize fnc_takeNozzle
* Cleanup
Hard to find a reference for this, but figure it is useful to others as it's fairly common in older HEAT shells (WW2 stuff is why this even came to my attention) and modern fast-acting explosives.
It's a bit of an approximation as I had to interpolate the value of the first reference so that it was correct relative to the other values on our wiki (by using two other explosives common to both tables). The second reference in fps converts to roughly the same value in m/s so I'm content to call it good.
References:
http://axpro.mines.edu/documents/MNGN%20444_Fragmentation%20and%20Safety%20Distances%20_Examples.pdf, p.3
http://dtic.mil/dtic/tr/fulltext/u2/783941.pdf, p.25
* Update settings-framework.md
Modifications and extensions.
* Update settings-framework.md
Replacement of the bulleted list with a numbered list, as the steps are in chronological order. Removal of superfluous text.
* Fix for large-ied bug because underwater thing have changed
* Added size of IED in config and determine defuse range
* Added typo
* Added help text to wiki about defusing
* Better English
* Increased the defusal range on large bombs make it similar to small ieds
* Add wiki doc
* Changed name
* Fixed Enginner only german and removed big letters
* Added docs + PR fixes#3186
* Removed other languages
* Fixed request and added comment
* Replace all usage of term "Specialist"
* Hellfire
* Cleanup dev macros
* Cleanup some debug
* Add base interaction node for firemode actions
* Handle bad data in attack profile variable
* Skip ammo checks (returns bad data on added weaps)
* Add mags sizes for apache
* Add Hellfire Wiki Doc
* Cleanup doc
* Add pylon support
* Add support for pilot controlled weapons
* Add label to pylon mags
* Cleanup vehicle configs, autoAdd laser des, fix ineractions for driver
* NLAW Prototype
* Make AI Compatible
* Add Overfly Top Attack Mode
* Limit Max Deflection
* Base prediction on AI skill
* Generic cycle attack profile key for missile guidance
* Add hint for weapons without huds
* Configure for attack cycle key
* Finish OTA ammo effects
* Cleanup
* Arm at 20m
* Disable Debug
* No models for short lived sub-ammos
* Fix Korean strings
* Change AI randomization to use skillFinal
* Add wiki doc for nlaw
* Cleanup
* Cleanup
* Cleanup
* Fix all slides being in multiple slideshows setup, Use private keyword
* Add setting for slides main interaction name
* Update Slideshow documentation
* Add not about new argument added in version