Some small tweaks and updated README.md
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6ac1b20120
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@ -32,7 +32,8 @@ if (!isDedicated && !hasInterface && isMultiplayer) then {
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};
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if (!isDedicated && hasInterface) then {
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waitUntil { alive player };
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waitUntil {alive player};
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if (debug_source != name player) then {debug_source = name player};
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[] call compileFinal preprocessFileLineNumbers "scripts\client\init_client.sqf";
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} else {
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setViewDistance 1600;
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@ -26,6 +26,8 @@ spawn_camera = compileFinal preprocessFileLineNumbers "scripts\client\spawn\spaw
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cinematic_camera = compileFinal preprocessFileLineNumbers "scripts\client\ui\cinematic_camera.sqf";
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write_credit_line = compileFinal preprocessFileLineNumbers "scripts\client\ui\write_credit_line.sqf";
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do_load_box = compileFinal preprocessFileLineNumbers "scripts\client\ammoboxes\do_load_box.sqf";
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kp_fuel_consumption = compileFinal preprocessFileLineNumbers "scripts\client\misc\kp_fuel_consumption.sqf";
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kp_cr_checkVehicle = compileFinal preprocessFileLineNumbers "scripts\client\civrep\kp_cr_checkVehicle.sqf";
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[] spawn compileFinal preprocessFileLineNumbers "scripts\client\actions\action_manager.sqf";
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[] spawn compileFinal preprocessFileLineNumbers "scripts\client\actions\intel_manager.sqf";
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@ -59,9 +61,9 @@ if (!KP_liberation_ace) then {[] spawn compileFinal preprocessFileLineNumbers "s
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[] spawn compileFinal preprocessFileLineNumbers "scripts\client\ui\tutorial_manager.sqf";
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[] spawn compileFinal preprocessFileLineNumbers "scripts\client\markers\update_production_sites.sqf";
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player addMPEventHandler ["MPKilled", {_this spawn kill_manager}];
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player addEventHandler ["GetInMan", {[_this select 2] execVM "scripts\client\misc\kp_fuel_consumption.sqf";}];
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player addEventHandler ["GetInMan", {[_this select 2] execVM "scripts\client\civrep\kp_cr_checkVehicle.sqf";}];
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player addMPEventHandler ["MPKilled", {_this spawn kill_manager;}];
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player addEventHandler ["GetInMan", {[_this select 2] spawn kp_fuel_consumption;}];
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player addEventHandler ["GetInMan", {[_this select 2] spawn kp_cr_checkVehicle;}];
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{
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[_x] call BIS_fnc_drawCuratorLocations;
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@ -17,17 +17,13 @@ Example for initPlayerLocal.sqf:
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player addEventHandler ["GetInMan", {[ _this select 2] execVM "scripts\kp_fuel_consumption.sqf";}];
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*/
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private ["_kp_neutral_consumption","_kp_normal_consumption","_kp_max_consumption"];
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/*
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CONFIG
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*/
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//CONFIG
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// Time in Minutes till a full tank depletes when the vehicle is standing with running engine
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_kp_neutral_consumption = KP_liberation_fuel_neutral;
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private _kp_neutral_consumption = KP_liberation_fuel_neutral;
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// Time in Minutes till a full tank depletes when the vehicle is driving
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_kp_normal_consumption = KP_liberation_fuel_normal;
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private _kp_normal_consumption = KP_liberation_fuel_normal;
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// Time in Minutes till a full tank depletes when the vehicle is driving at max speed
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_kp_max_consumption = KP_liberation_fuel_max;
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private _kp_max_consumption = KP_liberation_fuel_max;
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/*
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DO NOT EDIT BELOW
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@ -26,8 +26,10 @@ if (count GRLIB_all_fobs == 0) then {
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if (KP_liberation_debug) then {private _text = format ["[KP LIBERATION] [DEBUG] Preplaced FOB placed by: %1", debug_source];_text remoteExec ["diag_log",2];};
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} else {
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private _fobbox = objNull;
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while {count GRLIB_all_fobs == 0} do {
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private _fobbox = FOB_box_typename createVehicle (getposATL base_boxspawn);
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_fobbox = FOB_box_typename createVehicle (getposATL base_boxspawn);
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_fobbox setposATL (getposATL base_boxspawn);
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_fobbox setdir getDir base_boxspawn;
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@ -1,25 +1,25 @@
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params ["_sector"];
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if (KP_liberation_civrep_debug > 0) then {private _text = format ["[KP LIBERATION] [CIVREP] liberatedSector called on: %1 - Sector: %2", debug_source, _sector];_text remoteExec ["diag_log",2];};
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private _penalty = 0;
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if (_sector in sectors_bigtown || _sector in sectors_capture) then {
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if (KP_liberation_civrep_debug > 0) then {diag_log format ["[KP LIBERATION] [CIVREP] liberatedSector called at: %1 - Sector: %2", time, markerText _sector];};
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private _penalty = 0;
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{
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if (_sector == (_x select 0)) exitWith {_penalty = (_x select 1) - ([_sector] call F_cr_getBuildings)};
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} forEach KP_liberation_cr_sectorbuildings;
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_penalty = _penalty * KP_liberation_cr_building_penalty;
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};
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if (_penalty > 0) then {
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[1, [(_penalty / KP_liberation_cr_building_penalty)]] remoteExec ["F_cr_penaltyMsg"];
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};
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if (_penalty > 0) then {
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[1, [(_penalty / KP_liberation_cr_building_penalty)]] remoteExec ["F_cr_penaltyMsg"];
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};
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if (_sector in sectors_bigtown) then {
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[(2 * KP_liberation_cr_sector_gain - _penalty), false] spawn F_cr_changeCR;
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} else {
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[(KP_liberation_cr_sector_gain - _penalty), false] spawn F_cr_changeCR;
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};
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if (_sector in sectors_bigtown) then {
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[(2 * KP_liberation_cr_sector_gain - _penalty), false] spawn F_cr_changeCR;
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} else {
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[(KP_liberation_cr_sector_gain - _penalty), false] spawn F_cr_changeCR;
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};
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if (KP_liberation_civrep_debug > 0) then {private _text = format ["[KP LIBERATION] [CIVREP] liberatedSector finished on: %1 - Penalty: %2", debug_source, _penalty];_text remoteExec ["diag_log",2];};
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if (KP_liberation_civrep_debug > 0) then {diag_log format ["[KP LIBERATION] [CIVREP] liberatedSector finished at: %1 - Penalty: %2", time, _penalty];};
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};
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@ -2,31 +2,30 @@ if (isServer) then {
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params ["_liberated_sector"];
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_combat_readiness_increase = 0;
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private _combat_readiness_increase = 0;
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if ( _liberated_sector in sectors_bigtown ) then {
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if (_liberated_sector in sectors_bigtown) then {
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_combat_readiness_increase = (floor (random 10)) * GRLIB_difficulty_modifier;
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};
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if ( _liberated_sector in sectors_capture ) then {
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if (_liberated_sector in sectors_capture) then {
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_combat_readiness_increase = (floor (random 6)) * GRLIB_difficulty_modifier;
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};
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if ( _liberated_sector in sectors_military ) then {
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if (_liberated_sector in sectors_military) then {
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_combat_readiness_increase = (5 + (floor (random 11))) * GRLIB_difficulty_modifier;
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};
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if ( _liberated_sector in sectors_factory ) then {
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if (_liberated_sector in sectors_factory) then {
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_combat_readiness_increase = (3 + (floor (random 7))) * GRLIB_difficulty_modifier;
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};
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if ( _liberated_sector in sectors_tower ) then {
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if (_liberated_sector in sectors_tower) then {
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_combat_readiness_increase = (floor (random 4));
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};
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combat_readiness = combat_readiness + _combat_readiness_increase;
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if ( combat_readiness > 100.0 && GRLIB_difficulty_modifier <= 2.0 ) then { combat_readiness = 100.0 };
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if (combat_readiness > 100.0 && GRLIB_difficulty_modifier <= 2.0) then {combat_readiness = 100.0};
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stats_readiness_earned = stats_readiness_earned + _combat_readiness_increase;
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[_liberated_sector, 0] remoteExec ["remote_call_sector"];
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@ -71,9 +70,9 @@ if (isServer) then {
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sleep 45;
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if ( GRLIB_endgame == 0 ) then {
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if ( (!( _liberated_sector in sectors_tower )) && (((random (200.0 / (GRLIB_difficulty_modifier * GRLIB_csat_aggressivity) )) < (combat_readiness - 20)) || ( _liberated_sector in sectors_bigtown )) && ([] call F_opforCap < GRLIB_battlegroup_cap) ) then {
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[ _liberated_sector ] spawn spawn_battlegroup;
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if (GRLIB_endgame == 0) then {
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if ((!(_liberated_sector in sectors_tower)) && (((random (200.0 / (GRLIB_difficulty_modifier * GRLIB_csat_aggressivity))) < (combat_readiness - 20)) || (_liberated_sector in sectors_bigtown)) && ([] call F_opforCap < GRLIB_battlegroup_cap)) then {
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[_liberated_sector] spawn spawn_battlegroup;
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};
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};
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};
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@ -1,6 +1,6 @@
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params ["_msgType",["_data",[]]];
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if (KP_liberation_civrep_debug > 0) then {private _text = format ["[KP LIBERATION] [CIVREP] penaltyMsg calles on: %1 - Parameters: [%2, %3]", debug_source, _msgType, _data];_text remoteExec ["diag_log",2];};
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if (KP_liberation_civrep_debug > 0) then {private _text = format ["[KP LIBERATION] [CIVREP] penaltyMsg called on: %1 - Parameters: [%2, %3]", debug_source, _msgType, _data];_text remoteExec ["diag_log",2];};
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switch (_msgType) do {
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case 0: {systemChat localize "STR_CR_VEHICLEMSG";};
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case 2: {systemChat (format [localize "STR_CR_KILLMSG", (_data select 0)]);};
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default {private _text = format ["[KP LIBERATION] [ERROR] [CIVREP] penaltyMsg without valid msgType"];_text remoteExec ["diag_log",2];};
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};
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if (KP_liberation_civrep_debug > 0) then {private _text = format ["[KP LIBERATION] [CIVREP] penaltyMsg finished on: %1", debug_source];_text remoteExec ["diag_log",2];};
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@ -1628,7 +1628,7 @@
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<Key ID="STR_RESUPPLY_TOOLTIP">
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<Original>If the selected squad member is close enough from a resupply point (mobile spawn or FOB) they will get a brand new, full loadout.</Original>
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<French>Si le membre d'escouade sélectionné est assez près d'un point d'approvisionnement (spawn mobile ou FOB) il recevra un nouvel équipement complet.</French>
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<German>Wenn das gewählte Gruppenmitglied nahe genug bei einem Versorgungspunkt (mobiler Spawn oder FOB)ist, erhält es eine brandneue, vollständige Ausrüstung</German>
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<German>Wenn das gewählte Gruppenmitglied nahe genug bei einem Versorgungspunkt (mobiler Spawn oder FOB) ist, erhält es eine brandneue, vollständige Ausrüstung</German>
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<Spanish>Si el miembro de la escuadra se encuentra cerca de un punto de abastecimiento (spawn móvil o FOB) obtendrá el equipamiento completo nuevo</Spanish>
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<Russian>Если выбранный член группы находится достаточно близко от точки пополнения запасов (мобильный КШМ или FOB), он будет заменён новым, полностью снаряжённым.</Russian>
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<Italian>Se il membro di una squadra è nei pressi di una FOB o Respwan Mobile potrà ricaricare il suo loadout.</Italian>
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@ -184,6 +184,9 @@ class Missions
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* Added: Automatic server restart script for dedicated servers. Thanks to [k4s0](https://github.com/k4s0)
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* Added: Settings in the mission parameters for particular debug messages.
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* Added: Factory map markers now indicate which production facilities are available there.
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* Added: LoW Civilians.
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* Added: LoW UAVs to the default blacklist.
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* Added: Some of the new RHS vehicles.
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* Removed: Liberation skill handling of AI units, as BI do this good enough now concerning wounds, etc.
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* Removed: Vehicle explosion chance script for convoy ambush.
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* Tweaked: Terrain alignment will be persistent during repeat building of objects (like walls). Thanks to [veteran29](https://github.com/veteran29)
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@ -197,6 +200,8 @@ class Missions
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* Tweaked: IED count in cities, capitals and factories is now dependend on the civil reputation.
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* Tweaked: Corrected some strings in the stringtable.
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* Tweaked: Factories don't have all facilities from the start anymore. The facility they start with is set at campaign start.
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* Tweaked: Replaced all deprecated `BIS_fnc_selectRandom` with the engine solution `selectRandom`.
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* Tweaked: Server log will now contain the `[STATS]` message of all clients. (players and HCs)
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* Fixed: Player got custom recoil and aiming coefficients on respawn.
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* Fixed: Rare script error on closing respawn screen directly after joining the mission.
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* Fixed: Players could deploy multiple FOBs when they selected deploy fast enough on the same container.
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@ -207,6 +212,7 @@ class Missions
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* Fixed: Paratroopers got sometimes an attack helicopter instead of a transport helicopter.
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* Fixed: Rescue helipad blocked building in their near vicinity.
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* Fixed: MPKill Eventhandler issue when using ACE.
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* Fixed: Function to buy a logistic truck worked but caused an error in dedicated server environment.
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### 0.955 (24th June 2017)
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* Added: Some small aesthetic things for the buildlist
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