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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;

[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.

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.

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] 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 :)

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