* Update display name in team
* Update display name everywhere
* order
https://youtu.be/VYycQTm2HrM
---------
Co-authored-by: BrettMayson <brett@mayson.io>
* Arsenal update
* Fixes
* Update fnc_onSelChangedLeft.sqf
* Update fnc_updateUniqueItemsList.sqf
* Header fixes
* Fix for defines.hpp
Co-authored-by: Dystopian <sddex@ya.ru>
* Moved fnc_baseWeapon, filtered invalid items
* Update addons/arsenal/functions/fnc_scanConfig.sqf
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
* Fixes and tweaks
- Sorting is guaranteed to give a fixed order
- Dog tags no longer throw errors when reloading the ACE arsenal mission when you had some saved in your loadout before quitting the last time you played.
* Cleanup, bug fixes and additions
- Added the ability to add items from "CfgMagazines" into the "Misc. items" or custom tabs.
- Added "baseWeapon" class support for weapon attachments. If a weapon attachment has the config property "baseWeapon" defined, it will take that item and show that in the arsenal.
- Added stronger filtering on item scopes (scope > 0 at least for every item)
- Added "descending" (default, as it is now) and "ascending" sort order as a drop down menu,
- Unique backpacks in containers can now be removed with either the "-" or "clear all items" button.
- When sorting by a number, 2 decimal points have been added, so that when you sort by weight it returns the correct order.
* More fixes and tweaks
- Converted the arsenal to partially work with hashmaps instead of arrays (for configItems and virtualItems, currentItems is still an array).
- Because of the above, performance of FUNC(addVirtualItems) and FUNC(removeVirtualItems) has improved immensely.
- Sorting now caches results, reducing repeated sorting times drastically.
- CBA disposable launchers are handled differently now: Within the arsenal, you can change weapon attachments on disposable launchers, but you can't change their magazines (primary or secondary). Item info on the right and the stats show correct information.
- FUNC(addSort) now checks if the new sorting method already exists and doesn't add it if it does.
- FUNC(removeSort) now exists. You can't remove the default sort type (alphabetically) to avoid problems with the arsenal.
- Both FUNC(addStat) and FUNC(compileStats) actually taken priority into account now. Because of that priority on several stats needed to be tweaked.
- FUNC(removeStat) ensures that there are no gaps within the stat array (so if there is an empty spot in the stats page, it's because there is a stat, but the condition for it being shown hasn't been met).
* Update fnc_replaceUniqueItemsLoadout.sqf
* Update fnc_onSelChangedLeft.sqf
* Update fnc_scanConfig.sqf
* Update docs/wiki/framework/arsenal-framework.md
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
* Minor cleanup
* Baseweapon filtering
* Improvements + better unique items support
* Update fnc_fillRightPanel.sqf
* Update fnc_onSelChangedLeft.sqf
Fixed: Switching between weapons with incompatible primary magazines while a compatible secondary magazine is loaded doesn't equip the new weapon's primary magazine.
* Update addons/common/functions/fnc_uniqueUnitItems.sqf
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* undefined variable
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* fix undefined loadout var
* Update fnc_fillLoadoutsList.sqf
---------
Co-authored-by: Dystopian <sddex@ya.ru>
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* add field rations category
* improve macro
* second verse same as the first
* account for empty items
* switch to configClasses
* documentation
* add API variable
* Update docs/wiki/framework/field-rations-framework.md
* Added scripted way of creating a rearm source to framework documentation
* Fixed indentation level
* More verbosity
* Updated phrasing
* * Fixed bad copy paste job
* Changed introduction version to more likely candidate
* Reordered `makeSource` under `Functions` and applied hopefully more sensible order of "create source > ammo specifics"
* Wording fix and further reorder
* Fixed wording to be in line with rest of document
* Further updated order
* Update docs/wiki/framework/rearm-framework.md
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
* Update docs/wiki/framework/rearm-framework.md
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
* Update docs/wiki/framework/rearm-framework.md
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
* Update docs/wiki/framework/rearm-framework.md
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
* Update docs/wiki/framework/rearm-framework.md
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
* Added execution hint to makeSource
---------
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
* Refuel framework doc update
* Fixed one explanation
* Unified terminology
* Changed order to mirror that of rearm-doc update in PR #9114
* Added execution hints for makeSource and makeJerryCan
* Refuel - Added events
* Added ´ace_refuel_fuelSourceInitialized´ and `ace_refuel_jerryCanInitalized´ events
* Updated documentation
* Cleaner implementation && more coherent with analog rearm event
* Rebase merging is weird
* Added two local events to arsenal
* onInitArsenal fired when Arsenal got initiated
* onRemoveArsenal fired when Arsenal got removed
* added them to the arsenal event listing in the docs
* Update addons/arsenal/functions/fnc_removeBox.sqf
Co-authored-by: BrettMayson <brett@mayson.io>
* Update addons/arsenal/functions/fnc_removeBox.sqf
Co-authored-by: BrettMayson <brett@mayson.io>
* Renamed events in accordance with event naming patterns sans "on"
* Apply suggestions from code review
Co-authored-by: BrettMayson <brett@mayson.io>
* Improved Docs
Co-authored-by: BrettMayson <brett@mayson.io>
* Docs/Cargo - Include missing "unload type" param
There's a LOT of pages that are still missing documentation on listenable events entirely, maybe I'll get around to fixing that at some point.
* Update events-framework.md
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Add basic CfgMagazines support for field_rations
* Update headers
* Fix CBA context menu
* Add backward compatiblity to fnc_consumeItem
* Fix item refill not finishing
Whoopsie.
* Revert "Add backward compatiblity to fnc_consumeItem"
In hindsight it's not necessary, this is not public function.
* Add support for other entrenching tools
* Docs
* Remove unused variable
* Check unit weapons for entrenching tool
`weapons` returns weapons in weapon slots and from all containers.
* Update addons/trenches/README.md
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
* Support for shovel Backpacks
* Update XEH_preStart.sqf
* Add Arsenal "Entrenching Tool" stat
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* XM157 (NGSW-FC Smart Scope)
* Update addons/common/functions/fnc_rscObjectHelper.sqf
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
* Update addons/xm157/functions/fnc_weaponInfo_draw.sqf
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
* Headers
* Handle prone-deploy weapon bank
* Disable Reticle picker for now
* some localizations
* Change font
looks like CUP modifies EtelkaMonospaceProBold for some reason??
* Create xm157-framework.md
* Formating
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
* 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>
* add keybind and function to unload unit's weapon/muzzle
- add keybind and function to unload unit's weapon/muzzle
- requires https://github.com/CBATeam/CBA_A3/pull/1527
* change function name
* rename the file too
* Create common-framework.md
* Set REQUIRED_CBA_VERSION to 3.15.7
* Update required CBA version
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Apply suggestions from code review
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
- Add stackable wound handler system for easy 3rd party extensibility and overriding of default wound handler.
- Change mapping from wound type -> damage types, to damage type -> wound types. Improves the semantics and makes configuration easier to reason about.
- Allow damage types to influence wound properties (bleed, size, etc.) with configurable variance parameters.
- Allow configuration of wound type variance per damage type. Enabling more logically driven variance for sensible but still varied end results.
- Improve handling of non-selection-specific damage events. The wound handler now receives all incoming damages and may apply damage to multiple selections (previously only ever one) if the damage type is not configured to be selection specific (with new config property `selectionSpecific`).
- Add debug script for testing explosion damage events at varied ranges.
- Add custom fire wound handler.
* Rename can be disabled on object level
- Added ability to stop renaming on object level
_Needs testing_
* Fixed extra ()
* Forgot one of the )
* Update cargo-framework.md
Co-authored-by: PabstMirror <pabstmirror@gmail.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>
* Add ACEREP #00011
* Apply suggestions from code review
Co-authored-by: jonpas <jonpas33@gmail.com>
* Improve vehicle damage paragraph
* Add Oxford comma
* Add link to towing video
Co-authored-by: Jo David <github@jonathandavid.de>
* Reduce image size
* Mention biggest update in two years
* Apply suggestion from code review
Co-authored-by: jonpas <jonpas33@gmail.com>
Co-authored-by: jonpas <jonpas33@gmail.com>
Co-authored-by: Jo David <github@jonathandavid.de>
* 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>