Adjusted readme due to #508

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Wyqer 2018-10-18 13:14:55 +02:00
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@ -35,10 +35,6 @@ As we use [ZenHub](https://github.com/marketplace/zenhub) for our workflow inste
This will replace the current missioncode when it's finished.
Guess the hardest thing is to think "out of the box" for already working code. If you look through a code which works without any issues it's not that easy to really find "completely different" ways to realize the functionality in a possible more performance friendly or "better" way. Small tweaks and optimizations are common to find, but rewrite it in a completely different way would be the challenge (if even really needed in the particular file).
Many thanks in advance for all supporters and the Liberation community.
### Goal
* Modular and therefore much cleaner structure
* More streamlined code
@ -48,28 +44,6 @@ Many thanks in advance for all supporters and the Liberation community.
* There should be no need to do any additions in any `mission.sqm` (removing would be ok)
* Personally: Using this project to get more familiar with SQF and the Liberation mission itself than before
### Conventions
* Global variable naming: `KPLIB_moduleName_variableName`
* moduleName: The name of the module like `init` or if it is kind of a global category like `preset` or `param`
* variableName: Name of the specific variable like `heavySquad` or `adaptiveEnemy`
* Only some very rare variables have no moduleName, as they are not directly connected to a module.
* Function naming: `KPLIB_fnc_moduleName_functionName` (same rules like for the variables)
* CfgFunctions Framework
* `KPLIB_functions.hpp` in missionroot as central fetching file
* Each module has an own `functions.hpp` which is included by the `KPLIB_functions.hpp`
* Modular structure
* Naming for modules: `loadOrderNumber_moduleName` like `00_init` or `01_core`
* Each module will handle one aspect of the game. For example the initialization, core mechanics, enemy spawn, civil reputation, etc.
* General structure:
* `fnc` folder for functions and one-time-procedures
* `scripts` folder for the scripts (so basically everything which runs a loop through the whole session)
* Seperation (if even needed) with a `server`, `client`, `shared` folder
* `ui` folder for all dialogs or ui defines which are brought or needed by that module
* `functions.hpp` to define the functions of this module
* `globals.sqf` to define all global variables which are brought or needed by that module and aren't defined before
* `initModule.sqf` which is called by all machines and where possible seperation for clients/HCs/Server will happen
* `ui.hpp` to define the ui elements and dialogs from this module (will be included by the `KPLIB_ui.hpp` in the mission root)
## Overview
The area has fallen to the enemy, and it is up to you to take it back. Embark on a persistent campaign with your teammates to liberate all the major cities of the area will most likely span several weeks of real time.
* Experience a massive “Capture the Island” campaign involving a large range of different settlements across the entire area.