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Make money and supply convoy vehicles faction appropriate #30
base: patch-50
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…ore falling back to rebel faction-defined trucks (A3 vanilla box van in *almost* all templates >.<)
oh crap, I haven't figured out at first I thought "Why the hell am I the reviewer?" and then I actually noticed that this is my repo and not ultimate |
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the shtick about supply vehicles, is that they look like box vehicles, but without anything in them
so a couple of things to do:
1st - supply mission is supposed to be like rebel one, when you supply civ city with medical/food supply. You can check it in related stringtable entry
2nd - let's do it this way, add additional check, if the vehicle is from civ supply category or not, if it is, don't add cargo box to it
3rd - because of the mission description, you should probably remove ammobox and equipmentbox
4nd - since you checking for money convoy too, do the separate check for it
and maybe look at vanilla props for the "lookalike" moneybox thing, and then if vehicle is not from civsupply category, load this prop on the truck
(if prop is not defined in the logistics, add it or pin me and I'll do it)
"Also, not sure if it's just my setup or not, but I'm getting script errors from fn_convy.sqf line 10 with occ / inv not being defined, but these shouldn't affect any convoy type except the new repair convoy." this will affect armor convoy, but I'm not sure about how to do it properly, don't know if there is a better or the similarly simple way to get all the armored vehicles from the template maybe @SilenceIsFatto will have some idea |
Yeah I probably should have done this. Easy fix.
I was thinking about actually adding a couple different versions of the supply mission. One would remain how it is now (delivering medical supplies). Another might be humanitarian supplies (food/water/etc). And similar. This would allow us to use more of the vanilla props without needing to fall back to generic cargo or ammo boxes.
Related to above response. I wasn't able to find anything other than cash / money rolls with a quick look, but I'll keep investigating. This is why I use the generic brown cargo box on anything it fits in for the time being.
I believe I know how to do this, but I'll ping you if I have issues. |
occ/inv are used in the macros, they aren't variables Actually look at my feedback in #428, that line might be redundant altogether |
Get vehiclesCivSupply from the rebel template, not occ/inv. Don't attempt to load cargo into vehicle if it came from vehiclesCivSupply (they don't have cargo nodes because they're enclosed vehicles by design). Set the objective object that must be stolen / destroyed to either the vehicle OR the cargo, depending on if cargo was loaded or not (see above). Ensure termination conditions work correctly. Only delete the objective object in termination if it's a cargo object. Otherwise, let A3A_fnc_VEHdespawner deal with the vehicle itself.
@SilenceIsFatto @wersal454 I need your thoughts: The original intent of this PR was to not use vanilla A3 vehicles for these missions when they don't make sense for the factions involved. I deliberately, if at all possible, am trying to make this work without having to update all 5 billion faction templates; however, I've hit a major snag: When the faction config hashmaps (e.g. A3A_template_reb) are created by Consequently, I have a proposal, and am seeking your opinion on whether this would be acceptable: "vehiclesCivSupply" is not used for anything in Antistasi at all other than these supply / money convoys. What if we don't use this array at all anymore, and instead always use a cargo truck from the faction templates in use, with an appropriate container acting as the objective itself. My thought is that this would go hand in hand with wersal's convoy variety by war level. E.g. at lower war levels, the truck would be selected from the civilian template (if civilians are enabled in the game). This aligns with how the missions currently "feel," using a civilian vehicle. At higher war levels (or if civilians aren't enabled), a truck from the appropriate Occ or Inv faction will be used, again with a cargo container loaded. I'm going to go ahead and run with this idea and throw something together for it, but figured y'all can ruminate on the idea while I work it out. |
instead of inheriting defaults. Add variety of objective vehicle by war level: civilian --> militia --> military ( + medical-specific)
Let me clarify -
This is the plan, except it's tiered. Starts with civ only --> civ + militia --> militia + mil --> mil only Additional notes:
Please take a look at the code I'm about to push and let me know your thoughts. I think the code explains what I'm trying to do better than I can explain in words; however, note that this code is not tested because I'm writing it on a separate machine from my gaming pc. |
If it works fine without a seperate category, I don't see any problems |
Civilian vehicles only - vehiclesCivIndustrial / vehiclesCivSupply for money convoys, vehiclesCivMedical / vehiclesCivSupply for supply convoys
so getOrDefault works as intended in core\addons\functions\Missions\fn_convoy
I think you're right - it's getting overcomplicated. Let's do this -
This should simplify the cases and keep the feel more in line with how antistasi currently is. We do need to entirely remove vehiclesCivSupply from RebelDefaults though, not just set it to empty array. |
Can the IDAP items be used when players don't have Laws of War? That was my hesitation to use those. I also admit I don't know anything about compositions. Otherwise, probably a lot better than my shitty retex's. |
well, yeah, why not? You are not carrying it or driving it, so dlc notifications stuff won't pop up in your face as for availability for the dlc stuff, it's vanilla dlc, content from it is preinstalled and is always available |
Co-authored-by: Silence <[email protected]>
Ok, so the models / textures are installed with the game regardless of whether you have the dlc or not? Good to know. In that case, we definitely have a lot more options for the humanitarian / medical convoys, but like you said will probably need to create a composition or something for the money convoys. Will probably also need to change the mission description in scrt/stringtable.xml to read humanitarian supplies or something instead of medical supplies. |
So I asked someone about creating a composition and saving it as a classname, I guess it somewhat hard to do and unless anyone knows for sure on how to do this, it's probably not worth it My suggestion is, let's leave money box thing as is(i.e. as a retexture(btw can you post a screenshot on how it looks,I'm busy irl right now, so I can't check it out))) And I would suggest final review from @SilenceIsFatto before I merge it |
So. Turns out you can't overwrite vanilla textures at all if they don't have hiddenSelections / hiddenSelectionsTextures. I couldn't find any good large containers to retexture for money convoys, only the little boxes. I found a sort of way to get around the composition issue by retexturing a couple small boxes as money crates, attaching them to a pallet, and using that. Works great ... except, (I think) because the money crates are attached to the pallet and the pallet is then attached to the vehicle, the money crates kind of "wobble" around when the vehicle is moving. Not a great effect. In any case, here's some screens of that. If we can't figure out a way to make them not wobble, may just need to settle for loading a tiny money crate in a large truck. (it is more realistic for the amount of money you get though...) The humanitarian containers added earlier seem to work fine. Other than the money crate annoyance, I'd say this is #ready-for-testing |
Add money crate retex; use in money convoys (either 1 or 3 on a pallet). Add pallet and crate to logisitcs. Rework adding container to vehicle to try large size container first, then small. Otherwise, objective will still be the truck itself.
I would suggest review from @SilenceIsFatto because this will end up in main PR pull |
What type of PR is this?
What have you changed and why?
Information:
Nearly all rebel templates don't have "vehiclesCivSupply" defined and inherit from A3 vanilla. This means money and supply convoys use the boxer van which looks out of place, is too fast, and is immersion breaking for many scenarios.
This PR selects an objective vehicle for those convoys from "vehiclesCivSupply" if it is defined, then from "vehiclesCargoTrucks", and if that's not defined than from "vehiclesTrucks." To make it more obvious that this is the objective truck, a cargo container is then loaded into the truck. The cargo container is the actual objective - consequently, to complete the mission, players will need to steal or destroy the container, regardless of whether or not it's still in the objective truck it was initially loaded in.
Please specify which Issue this PR Resolves (If Applicable).
"This PR closes Official Antistasi Community #3475!"
Please verify the following.
Is further testing or are further changes required?
How can the changes be tested?
Steps:
Notes:
I'm submitting this as a PR in your repo instead of in the main ultimate repo because there were a couple merge conflicts I had to sort out between your PR and my work alone, so figure it makes sense to just merge them here if you want and it'll auto reflect in the ultimate PR.
I merged my work into your PR and implemented the suggestions I left on your original PR.
Also, not sure if it's just my setup or not, but I'm getting script errors from fn_convy.sqf line 10 with occ / inv not being defined, but these shouldn't affect any convoy type except the new repair convoy.