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tvt_tracksntraps.ruha's Introduction

Tracks N Traps

GM based Tank Battle with emphasis on Support Units.

Mods:

@ace, @ace_compat_gm, @acex, @cba_a3, @diwako_dui, @enhanced_movement, @global mobilization extra - tfar compatibility, @grad_slinghelmet, @grad_trenches, @gruppe_adler_mod, @splendid_smoke, @tfar, @tfar_autoswitch, @vet_unflipping, @zen, @zen_compat_ace

tvt_tracksntraps.ruha's People

Contributors

derzade avatar fusselwurm avatar nomisum avatar senshi-x avatar simonschmidt-idealo avatar thewillard avatar

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Forkers

senshi-x

tvt_tracksntraps.ruha's Issues

Taxis collision check

Taxis can spawn at exaclty the same position. So spawning multiple taxis cause explosives

test game on 24.04.

  • crew dies from collision with trees (feedback given to canadianVendingMachine)
  • systemChat from trenches (by salbei)
  • Sebastian konnte kein Brücke bauen
  • Depot zu dicht am Spieler (extra issue)
  • Salbei konnte kein Depot bauen (Kommandant Engineer)
  • als Blufor Pilot nackt gespawned (bestehender Issue)
  • Force Vehicle Respawn kam kein Fenster bei Reacher - vmtl weil noch AI im Fahrzeug
21:29:16 Error in expression <", sideUnknown] == side _player) then {
if (_repairVehicle getVariable ["ACE_isR>
21:29:16   Error position: <if (_repairVehicle getVariable ["ACE_isR>
21:29:16   Error if: Typ Zahl, erwartet Bool
21:29:16 File functions\bridgeDestruction\fn_isRepairVehicleNear.sqf [gradTnT_bridgeDestruction_fnc_isRepairVehicleNear]..., line 12

Improve taxi Interface

Improve TAXI Interface.

  • Should adhere to style guidelines
  • Map should have BFT / objective markers
  • Player hsould be able to place multiple waypoints

cfgHints

  • Engineer Building (Bridge/Tank Traps/Depot/Flag)
  • Damage System (Mines, Destruction, Respawn)
  • Victory Points (Flag/Destruction/Crew)
  • BFT System (Renaming/Symbols)

VehicleDamage todos

  • add complete ace branch, not only vehicle_damage
  • add GVAR(cookoffSelections)[] = {"poklop_gunner","poklop_commander"}; to gm compat
  • VEHICLE setVariable ["ace_cookoff_enable", true, true]; to completely turn off (but cba should be enough in theory)

Tarnung abmachbar machen?

{
    if (_x in animationNames cursorObject) then {
     cursorObject animateSource [_x, 0]; };
} forEach ["camofoilage_hull_unhide",
"camofoilage_mainturret_trav_unhide",

"camonet_hull_unhide",
"camonet_mainturret_trav_unhide",
"camonet_mainturret_elev_unhide",
"camonet_01_unhide",
"camonet_02_unhide"]

seems to capture all relevant camos

decision to do if we want 1 action or 2 actions (net + foliage)

script error in fn_bridgeBuildAbort

17:02:55 Error in expression <rivate _bridgesBuilt = missionNamespace getVariable [_varKey, 0];

private _brid>
17:02:55   Error position: <getVariable [_varKey, 0];

private _brid>
17:02:55   Error Type Any, expected String
17:02:55 File functions\bridgeBuilding\fn_bridgeBuildAbort.sqf [gradTnT_fnc_bridgeBuildAbort]..., line 4141

Missing

private _side = side player;
private _varKey = format ["gradTnT_bridgesBuilt_%1", _side];

here:

https://github.com/gruppe-adler/TvT_TracksNTraps.gm_weferlingen_summer/blob/master/functions/bridgeBuilding/fn_bridgeBuildAbort.sqf#L24

Map Crew overlay

Show overlay with vehicle crew when hovering over vehicle on map.

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