* Hunter Killer (Commander Override) - Initial Demo
* Just do a one-time slew
* Update fnc_eachFrame.sqf
* Update addons/hunterkiller/functions/script_component.hpp
Co-authored-by: jonpas <jonpas33@gmail.com>
* Update for ArmA 2.08
* cleanup
* Rework Observe / Control configs
* Add to all 2035 tanks
* Update script_component.hpp
* Use eyeDirection on commander turrets
* Update docs/wiki/framework/hunterkiller-framework.md
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
* Add to all 2035, support ture/false setVars
* remove from apcs because mods don't know how to do inheritance
Co-authored-by: jonpas <jonpas33@gmail.com>
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
* move overheating cookoff into separate function
* move heatCoef and require mission restart for setting change
- move heatCoef to a more sensible place
- require mission restart for heatCoef setting change (it gets cached per ammo type)
* add exit to ammo temp loop if cookoffCoef is changed to 0 mid-mission
- add exit to ammo temp loop if cookoffCoef is changed to 0 mid-mission, this prevents an issue where all weapon cookoff regardless of temp, because required temp gets multiplied by cookoffCoef which has been set to 0.
* file end new line
* update header for ace_overheating_fnc_cookoffWeapon
* use ambientTemperature as floor for weapon and ammo temp
* add coolingCoef setting
* improve feature documentation
* add fnc_cookoffWeapon to XEH_PREP
* add type of jam to ace_weaponJammed local event
- add type of jam to ace_weaponJammed local event
- fix#8637
* fix misspelling
Co-authored-by: TyroneMF <TyroneMF@hotmail.com>
* clear all weapon heat on death
* Update addons/overheating/functions/fnc_updateTemperature.sqf
Co-authored-by: GhostIsSpooky <69561145+Salluci@users.noreply.github.com>
* deprecate ace_overheating_fnc_getBarrelMass, cache weapon bolt and barrel mass values
- cache closed bolt value by moving config look up to ace_overheating_fnc_getWeaponData
- cache barrel mass value by moving calculation from ace_overheating_fnc_getBarrelMass to ace_overheating_fnc_getWeaponData
- deprecate ace_overheating_fnc_getBarrelMass to be a wrapper for ace_overheating_fnc_getWeaponData that only returns barrel mass
* add public functions to get and set weapon and ammo temperature
* add `canCoolWeaponWithItem` function, workaround for #8657
* Apply suggestions from code review
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* add coef setting for addition heat from suppressor
* Update fnc_overheat.sqf
* improve fnc_canCoolWeaponWithItem
* remove extra (
* Move canCoolWeaponWithItem action code to function
* Use hashmaps and reset on settings change
* Apply suggestions from code review
Co-authored-by: jonpas <jonpas33@gmail.com>
Co-authored-by: TyroneMF <TyroneMF@hotmail.com>
Co-authored-by: GhostIsSpooky <69561145+Salluci@users.noreply.github.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
Co-authored-by: jonpas <jonpas33@gmail.com>
* Documentation - Merge ACEX
* Only show ACEX prefix note on framework pages
* Documentation - Use ACEX prefix in Fortify events
See #8553
* Cleanup acex from config.yml
* English is weird
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Initital port of ACE2 Vehicle Damage
* Add fire damage and burning people
* Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect.
* Minor tweaks
* Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough
* Handle car damage more elegantly.
* Added ability to create fire sources arbitrarily
* tweaks
* Add chance to detonate after cookoff
* disable compile cache
* Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings
* tabs->spaces
* Various code improvements
* Change to count loop for deleting effects
* update addon requirements
* remove vanilla config requirements
* Add RHS compatability
* RHS compat. Various QOL fixes/changes
* Various tweaks to compats and code.
* High-Explosive damage tweak
* Change how penetration is calculated for parts
* Fix RHS compat
* Create setting for flare effect
* increase burning scream sounds
* swap out file name for snake_case
* move incendiary values out of vehicle damage. remove medical dependency
* vehicle_dammage - update all refs to snake
* sqf fixes
* fix fire string package caps
* fix pboprefix
* Default setting to on
* Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff
* Fix bug where event handler wasn't giving the damage last.
* change to snake
* fix build errors
* Fix UBC
* Fix Order of Operations
* avoid O^2 events
* Make sure that no damage processing happens on dead units
* Change some if statements
* Keep track of player's death to stop various things
* add quotes to right middle wheen
* Add VD documentation
* fire docs
* Code quality fixes
* Clarify documentation
* define IDD
* switch global -> server
* Add newline between header and first code statement
* stop the dead from suffering
Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it.
* Add settings to disable cook-off effects
* Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better
* Move fire into own PR
* fix tabs and macro
* Shuffle crew indices so that a random person is first on the list to be injured each time
* fix effects not clearing
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Add jamming coef to change or disable jamming.
* change max to 5
* add setting for overheating effects distance, unjaming on barrel swap, increase rate of fire with heat
- add setting for overheating effects distance
- add unjaming on barrel swap, with setting
- add increase rate of fire with heat, with setting
- fix some formatting
* little tweaks
* add overheating cookoff feature
- add overheating cookoff feature
- add documentation
- bugfixes/improvements
* Update ace3-config-entries.md
* Update overheating-framework.md
* Update addons/overheating/XEH_postInit.sqf
Co-authored-by: jonpas <jonpas33@gmail.com>
* Update addons/overheating/XEH_postInit.sqf
Co-authored-by: jonpas <jonpas33@gmail.com>
* Update addons/overheating/functions/fnc_firedEH.sqf
Co-authored-by: jonpas <jonpas33@gmail.com>
* Update addons/overheating/stringtable.xml
Co-authored-by: jonpas <jonpas33@gmail.com>
* Update docs/wiki/feature/overheating.md
Co-authored-by: jonpas <jonpas33@gmail.com>
* Update addons/overheating/stringtable.xml
Co-authored-by: jonpas <jonpas33@gmail.com>
* Update addons/overheating/functions/fnc_jamWeapon.sqf
Co-authored-by: jonpas <jonpas33@gmail.com>
* Update addons/overheating/functions/fnc_jamWeapon.sqf
Co-authored-by: jonpas <jonpas33@gmail.com>
* remove extra underwater cooling, make cookoffCoef enable cookoff
- add coef setting for heat generation per shot
- merge cookoff setting into cookoff coef setting
- remove check for water that increased cooling
- change max rof increase from heat to 10%
- change ammo heating to a less linear formula
- change cookoffCoef to effect inginition tempurature instead of heat amount
- delay cookoff shot until any firing animation is done
- update strings based on feedback
* Update stringtable.xml
* add cookoff notification
* improvements from play testing
- move ammo heat loop into seperate function with a tighter loop
- factor rain into cooling calculation
- handle cooling while swimming
- merge cookoff take event handler into fnc_handleTakeEH
- fix case where cookoff could potentially come from underbarrel weapon muzzle
- only add TakeEH if required by enabled settings
- improve cookoff muzzle/mode handling
* fix missing semi that I swear I already fixed before pushing
* Update overheating-framework.md
* Update fnc_updateAmmoTemperature.sqf
* include wind speed in cooling calculation
* cool with X
- add ace interactions to allow cooling with water sources when Ace X is loaded
- add documentation for cooling
- move getting barrel mass to a function
* documentation formatting
* Add config array for weapon jam types, as not all weapon can get all types IRL.
* remove variable that's not required
* add some compat entries for RHS
* fix merge conflict
* fix a happy little accident
* move to CBA settings, minor styling.
* Update error message in fnc_jamWeapon.sqf
Co-authored-by: jonpas <jonpas33@gmail.com>
* Apply suggestions from code review
Co-authored-by: TyroneMF <TyroneMF@hotmail.com>
Co-authored-by: jonpas <jonpas33@gmail.com>
Co-authored-by: TyroneMF <TyroneMF@hotmail.com>
* Update Medical System Document
- Explanations of settings
- Example "Basic" and "Advanced" medical setups.
* Cleanup
- Minor changes to the way certain things were written.
* Create AGM-114L
* If we lose LOS dont continue tracking magically Allow for datalinked targets to donate data to the missile.
* Update documentation
* RHS 2x hellfire compatability
* Make ARH more realistic by not allowing to switch targets after firing
* Fix filename. Change Hellfire attack profile to lead target. Switch to two LOS checks.
We check two Line's of Sight to ensure that we are 100% gone from the target. A raw LOS check will be blocked by bushes and light trees while the checkVisibility wont while on the otherhand smoke will block a visiblity check but not a raw LOS check. We get best of both worlds with this.
I changed the attack profile so that it will lead moving targets. This isnt needed with the laser version because the user will "lead" the target if needed, but with the radar scan we have velocity information so we might as well lead the target as much as possible
* Change function calls to FUNC macro. Slightly change radar logic. Up poll frequency to 7hz
Instead of the missile immediately going active when the shooter doesn't have radar, check if targets are in datalink. If they are, use the datalink to guide the missile instead of its internal radar.
* Add logic for missiles launched without target
If a missile is fired without a locked target, it will immediately go active and target the first thing its seeker picks up. This is an incredibly dangerous trait of active radar homing missiles and is so in this implementation. Be careful!
* Change from `exitWith` to basic `then`
Legacy code that never got changed. This is essentially what happened before
* Update CfgMagazineWells.hpp
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* abc
* Revert "abc"
This reverts commit bcb4214bd9.
* Update to current commit
* Ports over NouberNou's dragon guidance
* Add Dragon model
* Make the Dragon CSW capable
* Fix bugs regarding argument order
* Add Dragon Attack Profile. Change how missileGuidance guidance_pfh works in order to allow for different types of missiles besides continious thrust
* Fix bug regarding missile direction. Add official US Army training manual for the dragon for reference purposes
* Adjust model to reflect real-life one
* Add attackProfile and guidanceProfile onFired functions
* Change Dragon "onFired" to reflect missileGuidance changes
* Only implementing the Super-Dragon. Remove Tabs. Add new lines to all files. Add string-table. Tweak missile flight dynamics
* Add sight description
* Fix inheritance issues. Missile damage values tweaked. Fix String Table. Add backblast area.
* Add feature wiki page.
* Fix picture issues
* Remove Dragon manual
* add missing semi-colon
* Tweak damage values. Fix formatting. Add lazy evaluation where applicable
* Disable the ability to switch to the unusable launcher. Convert rvmat numbers to equivalent but more readable numbers. Multiple code fixes. ace_csw required. Formatting fixes. TGA -> PAA. Remove unused comments in missile guidance code
* Dragon flight dynamics tweaked. Now assuming there is a booster angle creating wobble. Add a slight delay when the wire breaks to fire all of the service charges
* hpp newline fixes. Case sensitivity for model and rvmat references
* Update Wiki dependencies
* Revert "Update Wiki dependencies"
This reverts commit efc298c481.
* fix dependency component
* Changed inheritance structure to be more rigid. Remove un-needed config values. Fix script issues regarding positioning and the launchers aliveness
* get rid of the optic for the base dragon. fucking bi configs not making sense
* Lock non-useable dragon on initialization
* Add model.cfg for animations
* Fix formatting. Fix M47 Dragon Optic zoom
* Change LOD selection names
* Revert indentation, keep parenthesis. "Start, stop, start stop! Jesus! I'm starting to think Mattis is just a big cock tease"
* Re-update indentation of model.cfg
* Path fix. Whitespace fix
* Sight attach/detach on same vehicle
* If the sight gets detached, make sure the dragon goes dumb. Remove resetting of resting position when gunner gets out - looks stupid, but when the dragon is fired weird stuff happens
* disable debug
* Add EOF
* Maybe finally fix EOF problem
* Initial Commit
* Got rid of unneeded translation values
* Updated Strings
* "Fixed" issue where when you deploy the tripid and weapon on slope it freaked out.
* Fixed locality issues. Added timers to relavent functions.
* Added weights to all magazines/tripod. Weights to weapons coming soon when I transfer them to the launcher slot
* Fixed bug regarding localized strings. Created new tripod model
* Added timers for deploying/picking up the tripod. Changed ammo-box model from custom to one already in ARMA. Changed gun-bag model for a more generic one. Created a texture for the tripod and gunbag
* Removed ability to disassemble weapons via the addAction. Added ACE Action to get in due to a memory point issue. Changed from a static deploy/dismount time to one based in the weapon configs
* Created forward-compatability. Made it so I can define a base plate for any weapon if I ever want to expand from the generic M3 Tripod.
* Fixed bug where tripod wouldn't deploy with the correct times. Fixed bug where if you moved the tripod into the ground it would go flying.
* Added mortar compatability. Will probably shift whole mortar ammo loading to CSW one day
* Added icons to each relavent item
* Added README, possibly fixed bug where if you are in a weapon others cant load/unload ammo. Changed distance you can interact with weapons
* Added checks for when deploying the gun as well as unloading ammo to prevent duplication/deletion of items.
* Added documentation
* Added order to doc
* Explained why things are the way they are
* Remove temp files
* Removed redundant files
* Converted tabs->spaces. Added newlines at end of all files. Changed broken line in fnc_tripodDeploy.sqf.
* 100% newlines at end of file
* Added newlines to files that didnt get the change. Fixed README. Changed from GVAR(cswOptions) to GVAR(options). Changed from tabs to spaces in wiki
* Fixed issue with UAV assembling with enableWeaponDisassembling. Fixed bug where game would crash if you disassembled static weapon with more than 1 magazine
* Tabs->Spaces
* Added CSW options to base StaticWeapon class to allow for easier additions. Switched default mortar away from CSW system due to incompatabilities
* Lazy Evaluations and macros to describe how things work.
* Added newlines to script_component. Fix no-texture issue on tripod. "Fix" 20mm HE saying 40mm HE. Add custom icons to all weapons. Move "Check Ammo" to CSW menu
* abc
* Revert "abc"
This reverts commit bcb4214bd9.
* Update to current commit
* Revert changes to fortify.md
* Updated UI Icon to Crew Served Ammo branch UI
* Added Pabst's CrewServedAmmo to handle ammo loading/unloading instead of my solution
* Fixed bug where currentWeaponTurret returned a blank string when a player hasent entered hte weapon to select the current weapon
* Re-added ammo loading time
* Tabs->Spaces
* Newline at end of files
* Removed replaced functions
* Remove redundant strings. Move ammo handling to appropiate section
* Tabs->Spaces
* Update wiki
* Updated to fix crash with default weapons and disable CSW ability on default static weapons
* Added editor attributes to enable/disable CSW at edit time
* Change how ammo is removed from the CSW. Uses math instead of iteration
* Fix bug where assembled weapon did not get rid of default actions
* Added support for multiple types of ammo in one CSW
* Add tracer magazines for .50 cal
* Fix bug where you could load ammo even if the gun couldnt take any more
* Disable debug and enable compile cache
* Changed weapon deploy/pickup time. Removed custom Titan missiles. Using ACE Dragging now. Added progress bar check for pickupTripod. Updated documentation
* Removed check if CSW is full to unload ammo
* Fix bug where items would spawn underneath other items on wepaon dismount
* Change some things
* Configure base statics, improve returnAmmo
* Add mortar baseplate
* Remove explicit inheritance
* Fix bug where unloading ammo would duplicate it if you had room in your person.
* Tab->Space
* Player couldnt pickup tripod due to legacy code
* Fix GMG_01_base_F inheritce
* Port of ACE 2 tripod + ACE 2 CSW Bag
* Move ACE 2 Data to APL folder
* Adjust weights to make them more accurate to how ARMA uses it and the real life equivalents
* Fix bug where error was thrown on esc from picking up tripod. Tripod rotated 180
* Fix bug where if you called ace_common_claim the weapon could be set to be disassembled even though it may not be wanted via CSW
* Added ability to toggle ammo handling when weaponAssembly is disabled.
* Add Proxy Weapons for all Vanilla static weapons. These serve as a way to allow for realistic ammo reload times without having to modify base classes if you want feautres turned off. Adjusted reload and mount times to be more "realistic"
* Fix Shadow RPT Spam
* Update wiki
* Change order of setDir and setPos
* Change all setDir/setPos orientations. Remove redundant check. Ensure that weapon locked state reflects it with the "getIn" command. Add a way to pass in a specific classname for the weapon assemble type. Add a callback function onDisassemble if user wants to set the state of the new tripod using the old weapon as a reference
* Actually check for the carryWeaponClassname in the deployWeapon check
* Ai Compatiblity
* Add stringtable entries
* Formatting fixes
* Stringtables for settings, fix setMagazineTurretAmmo
* inherit ammo for mags, reorder stringtable
displays correct ammo and descriptionShort
* don't require ace_javelin
* Tweaks, cleanup, localzation, ace_reload changes
change weapon tag to [CSW]
tweak localization strings
minor cleanup
simplify some ace_reload funcs
* delete moved dev func
* Hopefully fix issue where to-be deleted tripod intersects with newly created weapon and vice versa. Remove PBOPREFIX newline
* cleanup/proxyWeapon/mk6 compat
* 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
* 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