* 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>
* 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>
* Add caller to ace_captiveStatusChanged event
* missing bracket
* Spaces, default value for _caller in setHandcuffed
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
* use default value in SetSurrendered
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
* update function example in doRemoveHandcuffs
* fix undefined variable
a lesson in not copy-pasting code
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* ditto last commit
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* 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
* RHS compatability
* Modified all tripod p3ds to have [0,0,0] at the mount. Ported AGS-30, Kord, M220, and SPG-9 tripods to APL And added them to CSW. Changed RHS compats to use new ported tripods. Changed strings to reflect real names.
* Change from M224 Mortar Bag -> Mk6 Mortar bag
* Add named propert (Autocenter) to make P3D [0,0,0] the center of the object instead of engine calculated
* oh no tabs
* remove some more evil tabs
* fix changes lost in merge
* fix bad merge pt2
* Fix UBC
* 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
* Add support for multi-bang flashbangs
It also adds some randomness to 1-bangs as a side effect,
but I don't think that's a big deal.
Also adds flashbang documentation to wiki.
* Increase rate at which flashbang attenuates
Apologies for the magic numbers. I just tested a few out
until I was happy with the result. The radius could probably
afford to be reduced a little further.
* use max deviation in config, fix wiki file name
* fastroping_fnc_deequipFRIES, remove FRIES on vehicle deletion
* Prevent FRIES from clipping into Ghost Hawk right door
* UNequipFRIES
* Remove fastroping checkVehicleThread
* Document FRIES equip and unequip functions
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 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
* 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