olsen-framework's People
olsen-framework's Issues
[Feature request] Carry any item
Ace has the option to load and carry some items.
It would be great the mission maker could add a line of code to any object to make it carriable.
It would also be great if you could load it into vehicles.
Example of use.
my mission "Free willy" the team has to retrive a briefcase,
AO
Add in some type of support for limiting players to a certain Area of Operations.
Backpacks in VehGear.sqf
Hey Olsen,
Can you make so we can add backpacks to the cargo?
i thought this would work: (spoiler.. it did not :( )
define CLEARCARGO \
clearMagazineCargo _veh;
clearWeaponCargo _veh;
clearBackpackCargo _veh;
define ADDMAGAZINECARGO(MAGAZINE, AMMOUNT) \
_veh addMagazineCargo [MAGAZINE, AMMOUNT];
define ADDWEAPONCARGO(WEAPON, AMMOUNT) \
_veh addWeaponCargo [WEAPON, AMMOUNT];
define ADDBACKPACKCARGO(BACKPACK, AMMOUNT) \
_veh addBackpackCargo [Backpack, AMMOUNT];
_veh = _this select 0;
_type = _this select 1;
point based end conditions
[Feature request] Setup Timer
Some easy to use setup timer, that will setup a blockade around each team, so they will not be able to move out until x time has passed.
Pilot on screen 6 line 9 line
Parameters
Adding in some type of framework for mission parameters would be awesome.
IE: Time of Day, Assets, etc.
TVT Spec
Issue with bodies spawning on where they died in TVTs. No issue with my COOP missions.
I have Gamelogics named "specpen" and "spectator_start." Also have marks named "respawn_west" and "respawn_east."
edit: appears to bean issue tied with the ao limits. I had a limit for blufor and a separate limit for opfor. When deleted, bodies did not spawn where they died.
[Feature request] AIHearTalking
A module over the script by Beta and Krause.
//Written by beta and Krause
//AI can hear you talk on ACRE
//version 2
private ["_nearAI", "_revealAmount", "_sideUnit", "_nearAISingle", "_sideAI", "_sideUnits", "_inContact", "_enemyInContact", "_talkTime"];
_talkTime = 0;
sleep (1 + random(2)); //wait for init
waitUntil
{
if ((player getVariable "acre_sys_core_isSpeaking") == 1) then
{
_talkTime = _talkTime + 0.25;
if (_talkTime >= 2.0) then
{
_nearAI = nearestObjects [player, ["Man"], 40];
_nearAI = _nearAI - [playableUnits];
{
if ((alive _x) && (_x knowsAbout player < 1.0) && !(_x knowsAbout player >= 4.0)) then
{
_nearAISingle = _x;
_sideAI = side _nearAISingle;
_sideUnits = [];
_inContact = false;
//AI hears talking
_revealAmount = 1.0;
//Command and control checks
if ( ([weapons _nearAISingle, "ACRE_PRC117F"] call acre_api_fnc_hasKindOfRadio) || ([weapons _nearAISingle, "ACRE_PRC119"] call acre_api_fnc_hasKindOfRadio) || ([weapons _nearAISingle, "ACRE_PRC148"] call acre_api_fnc_hasKindOfRadio) || ([weapons _nearAISingle, "ACRE_PRC152"] call acre_api_fnc_hasKindOfRadio) ) then {
_revealAmount = _revealAmount + 1.0;
//AI has a radio
{
if ((side _x == _sideAI) && !(isplayer _x)) then {
_sideUnits = _sideUnits + [_x];
};
}
foreach allunits;
{
_sideUnit = _x;
{
if ((_sideUnit knowsAbout _x > 2) && (([weapons _sideUnit, "ACRE_PRC117F"] call acre_api_fnc_hasKindOfRadio) || ([weapons _sideUnit, "ACRE_PRC119"] call acre_api_fnc_hasKindOfRadio) || ([weapons _sideUnit, "ACRE_PRC148"] call acre_api_fnc_hasKindOfRadio) || ([weapons _sideUnit, "ACRE_PRC152"] call acre_api_fnc_hasKindOfRadio))) exitWith {
_inContact = true;
_revealAmount = _revealAmount + 1.0;
//AI has radio link to other troops in contact
};
}
foreach playableunits;
}
foreach _sideUnits;
};
if (!isNull ((leader (group _nearAISingle)) findNearestEnemy (getPos leader (group _nearAISingle)))) then {
_enemyInContact = (leader (group _nearAISingle)) findNearestEnemy (getPos leader (group _nearAISingle));
if (_enemyInContact distance _nearAISingle < 2000) then {
_revealAmount = _revealAmount + 1.0;
//AI is already in contact with enemy
};
};
//player sideChat format["%1 hears you, for %2", _x, _revealAmount];
[0, {(_this select 0) reveal (_this select 1);}, [_nearAISingle, [player, _revealAmount]]] call CBA_fnc_globalExecute;
};
} forEach _nearAI;
};
}
else
{
if (_talkTime > 0) then { _talkTime = 0; };
};
sleep 0.25;
false
};
[Feature request] Ticket respawn
name pretty much says it all, but a module that will allow us to first end the mission once all tickets have been used. might even be set to unlimited respawns.
Maps in spectator
Having maps in spectator so you can see what is going on. It would also be nice if you don't have to be spectating a person to access the map.
Freeze all vehicles when the end screen is shown
Spawn with ear plugs in
[Feature Request] Pre Coloured Fireteams
Title says it all :)
Example:
[this, "SL", "1'1 Hitman","RED"] call GEARSCRIPT;
[Feature request] intergrating Naughts Unitcaching
An easy way to intergrate Naughs http://forums.unitedoperations.net/index.php/topic/21527-ai-caching-and-distribution-script/
Fully customizable ACE Medical module
Add Feature: Respawn
Include a module for respawn. Such as individual, ticketed, or wave respawn, as well as adding gear and executing scripts upon respawn.
[Feature request] add menu buttons to ace Self Interact menu
The reason behind the idea is something along the lines of what faminie does in his "radio in" script. where if you have a Acre 117 radio and within x range of a marker, you will be able to press a button inside the self interact menu, that will tell the mission that you have done x objective.
What i would like is something a bit more modullar.
Add menu buttons that when pressed can set a variable to x (true/false/0-9/start a script) but make it so it will only appear if you are within X range of a marker/object/gamelogic
[feature request] HVT set-up stuff
Adding a piece of code to allow someone to set a HVT and allow another person to capture and guide them to safety.
[Feature request] Debugging tools
Tools to make sure that when you put your mission on the primary server, it is as great as it can be.
so tools to monitor server and client fps. Not sure what other tools could be usefull for debugging a mission.
[Feature request] Headless Client support
Yeeaaah.. i have an idea how HC works, but i have no idea on how to put it into my missions.
So if you could come up with a nice hassle free way for putting some of the load on a HC that would be great :)
[Feature request] IED script
This might be pushing the envelope :D but an EOD/IED script, I like the way this guy does it: https://dl.dropboxusercontent.com/u/487566/Test_IED.utes.zip
Everyone can make an object explode, what i would like is a script where the Engineer has to put a little effort into defusing the bomb, so something like the link above, where you would have to play a little "mini game"
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