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tvt_wita2016.altis's Introduction

Where is the Agent? (WIP)

Config

cfgMission

Attribute Explanation
scoreboardDurationCurrent How long will the scoreboard for the current game be displayed on mission end?
scoreboardDurationAlltime How long will the all time scoreboard be displayed on mission end?
scoreboardSaveTag The tag that the statistics are saved under on the server.
pointsForCivKill Points added to agent when he or his bodyguards kill a civilian.
pointsForBluKill Points added to agent when he or his bodyguards kill a BLUFOR player.
locationDistance How far away from a location will INDEP spawn? (minimum, maximum)
heliDistance How far away from INDEP start position will the crashed helicopter spawn? (minimum, maximum)
locationTypeWeight How likely is it, that INDEP will start near this location type. (number 0-1, sum does not have to be 1)
bluforSpawnDistanceVariance How much does BLUFOR spawn distance to INDEP vary?
bluforBaseAreaSize Radius around BLUFOR start position that is considered part of their base.
bluforSpawnDistances How far away from INDEP does BLUFOR start? Values correspond with (close,normal,far) mission parameters.
bluforMoneyStartFactor Factor for amount of BLUFOR starting money. Higher means more.
bluforMoneyGainFactor Factor for amount money BLUFOR gains over time. Higher means more.
bluforVehicleUnlockTime2 Time before BLUFOR gets access to level 2 vehicles.
bluforVehicleUnlockTime3 Time before BLUFOR gets access to level 3 vehicles.
timeBeforeFirstTrack How long before agents are tracked for the first time?
agentMarkerInterval How often will agents be tracked? (minimum, maximum)
agentMarkerVariance How inaccurate will agent markers be?
agentMarkerFadeout How long will agent markers be visible?
agentMarkerIntervalBase How often will agents be tracked if they are inside BLUFOR's base area?
agentMarkerVarianceBase How inaccurate will their markers be while inside BLUFOR's base area?
agentMarkerFadeoutBase How long will their markers be visible while inside BLUFOR's base area?
indepStartVehicles Classnames of all starting vehicles for INDEP. Picked at random.
cacheAmountFactor Factor for amount of caches. Higher means more.
cacheMinDist Minimum distance that caches have to have to each other.
cacheIndepStartDist Minimum distance to INDEP start position that caches have to have.
cacheMarkerVarianceIndep How inaccurate will cache markers be for INDEP?
cacheMarkerVarianceBlufor How inaccurate will cache markers be for BLUFOR?

civVehicles

Attribute Explanation
randomFuel Random amount of fuel in all empty civilian vehicles. (0-1), (minimum, maximum)
carLocationAmountFactor Factor for car amount in locations. Higher means more.
carLocationMinDist Minimum distance that cars in locations have to have to each other.
carRoadAmountFactor Factor for car amount outside of locations. Higher means more.
carRoadMinDist Minimum distance that cars outside of locations have to have to each other.
carType Classnames of all civilian cars that can spawn.
heliAirportAmountFactor Factor for helicopter amount on airports. Higher means more.
heliFuelFixValue What min. value does the fuel of an Air type vehicle get set to, when an INDEP player gets in?
heliTypes Classnames of all helicopters that can spawn.
boatCoastAmountFactor Factor for boat amount on the coast. Higher means more.
boatTypes Classnames of all boats that can spawn.

cfgCaches

Caches with absolute amounts of items by category (see cfgCacheContents). It has all the attributes of cfgCacheContents and some additional ones:

Attribute Explanation
probability Probability for any spawned cache to be this one. (number 0-1)
magazinesPerRifle Amount of magazines for each rifle in this cache.
magazinesPerHandgun Amount of magazines for each handgun in this cache.
magazinesPerLauncher Amount of rockets for each launcher in this cache.
cacheStores Array of all stories that can spawn with this cache. If empty, all stories are available.
cacheContainers Classnames off all containers that this cache can be.

cfgCacheContents

Classnames of all things that can spawn in caches. Categorized.

Attribute Explanation
riflesWest Rifles that can take western optics.
riflesEast Rifles that can take eastern optics.
snipersWest Sniper rifles that can take western optics.
snipersEast Sniper rifles that can take eastern optics.
handguns Handguns.
launchersWest Western launchers.
launchersEast Eastern launchers.
accessoriesWest Accessories that fit on western rifles.
accessoriesEast Accessories that fit on eastern rifles.
sightsWest Non-magnifying sights that fit on western rifles.
sightsEast Non-magnifying sights that fit on eastern rifles.
scopesWest Magnifying scopes that fit on western rifles.
scopesEast Magnifying scopes that fir on eastern rifles.
sniperScopesWest Sniper scopes that fit on western snipers.
sniperScopesEast Sniper scopes that fit on eastern snipers.
grenades Grenades.
items Inventory items except for medical equipment.
medical Medical items.
backpacks Backpacks.

cfgCacheStories

Config for story objects that get placed near a cache.

Attibute Explanation
size Radius in m around story position that has to be empty for this to spawn.
onRoad Does this have to be on a road?
onCoast Does this have to be on the coast?
script The script to execute to spawn this story. Passed parameters are center of story and direction.

Creating Cache Stories

There is an export script available for you to create stories with. In multiplayer it will only work if you are the host.

Go to the salt desert Almyra on Altis. Your player position is the center position of the cache. Use Zeus to place story objects around you. Once you are done, open the debug console and execute [] execVM "exportStory.sqf". Now go to the cacheStories folder, create a new file and name it after your story (e.g. myCoolStory.sqf). Paste your clipboard into that file and save. Open cfgCacheStories.hpp and create a new story that uses your newly created script. For example:

class myCoolStory {
    size = 20;
    onRoad = 0;
    onCoast = 0;
    script = "cacheStories\myCoolStory.sqf";
};

Now add that story to any cache in cfgCaches.hpp that you want to use it for. For example:

class myCoolCache {
    //OTHER ATTRIBUTES OMITTED

    cacheStories[] = {
        "someOtherStory",
        "yetAnotherStory",
        "myCoolStory"
    };
};

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tvt_wita2016.altis's Issues

Dynamisierung

Spawnposition Agent

  • zufällig aus Locations
  • Locationblacklist aus UO implementieren
  • Heliposition in der Nähe
  • Startfahrzeug in der Nähe (Quad)

Spawnposition Blufor

  • zufällig in fixem Abstand
  • globaler Marker auf Basis
  • Agentenmarker dauerhaft anzeigen wenn in Basisbereich
  • Basis spawnen

Caches

  • zufällige Auswahl aus vorgefertigten Kategorien (AT-Paket, AA-Paket, Medic-Paket, etc.)
  • Mindestabstand zu Startposition
  • Abstand zueinander ~3km
  • Framework für Storyobjekte
  • punktegenau markiert für Agent, ungenau markiert für Blufor

Fahrzeuge

  • mindestens 2 pro Stadt
  • zufällig am Straßenrand
  • Helikopter an Flughäfen (Benzinskript)
  • Boote an der Küste

Polizei-Modus

  • Polizeiloadouts für BLUFOR
  • Kriminellenloadouts für INDEP
  • Fahrzeuge in Kaufmenü

Issues 2020-07-20

  • all time leaderboard remains empty (edit: or not... both weferlingen rounds counted)
  • INDEP die on setup (make invincible)
  • players can move and shoot during loadscreen
  • empty caches? possibly loot thats no longer in modset
  • increase TFAR range
  • decrease agent marker accuracy and increase interval
  • boat spawn takes forever on maps without water
  • Heli too strong
  • implement grad-tvtsettings
  • implement replay
  • weird cache contents?

Zivilisten

Strafen für Zivilkills

von BLUFOR

  • nächster Agentenmarker setzt aus
  • zufällig einige BLUFOR Einheiten für Agenten markieren
  • geheimen Cache spawnen (kein Marker für BLUFOR)?

vom Agenten

  • nächste 3 Agentenmarker kommen schneller

Befragung durch BLUFOR

  • System aus Rattenfalle
  • evtl. Agentenmarker häufiger aktualisieren

Blufor wird zum Zivi

Shura:

miteinmal war ich zivilist (lila) und bis auf taki und ich (in einer gruppe) konnte niemand mehr in den jeep einsteigen
passierte nachdem wir die bodyguards gekillt hatten

Airdrop-Shop für Blufor

Situation gestern: Fireteam wird von Heli abgesetzt. Heli crasht. Fireteam sitzt ohne Fahrzeug mitten in der Pampa.

Lösung: Commander kann mit separatem Kaufmenü leichte, teure Fahrzeuge auf seiner Position (oder frei auf der Karte wählbar?) abwerfen lassen.

Funkgeräte

  • Wildcat LR kann nicht mit 152er funken
  • gleiche Encodierung einstellen

Helikopter ist zu stark

Bei den letzten Spielen ist aufgefallen, dass der Helikopter zu stark ist. Eventuell sollte man überlegen, den stark gepanzerten Heli durch einen weniger gepanzerten Heli auszutauschen.

Bugs 20170502

  • zivildebugmarker sind immer an
  • gruppenmenü nicht vorhanden
  • Agent nicht im scoreboard
  • mega crash of doom bei missionsende
  • JIP wird nicht an startpos geportet
0:10:47 Error in expression <hen {
_current_eyepos = _current_eyepos vectorDiff (eyePos TFAR_currentUnit);
};>
 0:10:47   Error position: <vectorDiff (eyePos TFAR_currentUnit);
};>
 0:10:47   Error Type Not a Number, expected Number
 0:10:47 File task_force_radio\functions\fn_defaultPositionCoordinates.sqf [TFAR_fnc_defaultPositionCoordinates], line 38

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