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Releases: CombinedArmsGaming/CAFE3

v1.7.0

11 Jun 13:46
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v1.7.0 - Slotting Generator, Respawn Enhancements, & More

@Bubbus & @Cre8or have been hard at work this year, yielding the largest update we've had in a while. There's something for everyone here: A Slotting Website JSON generation tool for Missionmakers, respawn improvements for Zeus & Players alike, and numerous additions, fixes, and config changes ranging from Logistics to Medical to ACE Hunter-Killer, and more.

Most of the changes are relatively small & detailed in the changelog, so check it out in full below.

Slotting Generator

As all of our Missionmakers know, putting up slotting is not the most fun. Luckily, @Bubbus has created a system to generate the Slotting JSON from the the game! It's very cool and good -- Check out configuration/slottingGenerator.hpp in the Framework for detailed instructions on its use. Don't forget to thank your @Bubbus!

What If I Have A Mission In Progress?

This is a major update, so there is no upgrade path. Either finish your mission as planned & swap to 1.7.0 for future events, or restart your mission on 1.7.0 if you have time.

Happy Missionmaking!

What's Changed

  • [Feature] - Return of the Respawn Squares (#199) by @Bubbus
    • Added "Respawn Player at Cursor" ZEN module.
    • Changed default minimum respawn delay to 3 mins.
    • Made respawn-square placeable on top of buildings etc.
    • Fixed respawn squares queued-depleting to spawn one person.
  • [Bugfix] - Fixed adding weapons to a gravestone. (#198) by @Bubbus
    • Fixed error when trying to add weapons to a gravestone. Using 'new' addWeaponWithAttachmentsCargoGlobal command in gravestones to simplify this. Backpack gravestones no longer contain duplicate backpacks.
    • Simplified fn_insertLoadoutIntoCrate.sqf.
    • RIP Syndikat crate - replaced fallback gravestone with a green kitbag.
  • [Refactor] Changed the way ACE and ACRE function overrides work. (#215) by @Bubbus
  • [Feature] Added hunter-killer ACE action to crew slots of all land and sea vehicles. (#212) by @Bubbus
    • Added hunter-killer ACE action to crew slots. You can now turn on ACE Hunter-Killer mode when you're crewing a vehicle and use it to point out targets for your gunner. This action is available in all vehicles that AI Driver is available for.
  • [Feature] Allow running of code upon logi-vic spawned vehicles. (#210) by @Bubbus
    • You can now run code upon vehicles that you've spawned with a logi vic. For more information see the ADD_VEHICLE_WITH_CODE example in the configuration\logiVehicle.sqf config file.
  • [Feature] Added units from all three main sides and basic configuration for all sides. (#208) by @Bubbus
    • Removed NATO Bias. Added infantry for each side to the default mission.sqm - it's now easier to make missions with INDFOR or OPFOR units! Also added configuration for the new default sides into the 'configuration' folder.
  • [Change] Reduced some logi requirements based on player feedback. (#220) by @Bubbus
    • By default, engineers can now repair faster and more effectively. Vehicle rearm is now all-at-once instead of crate-by-crate. As always, these settings can be changed in the configuration\cbaSettings.hpp file.
  • [Fix] Stop _identity var getting improperly normalised in fn_factionToSideName.sqf (#219) by @Bubbus
  • [Feature] Added slotting generator. (#209) by @Bubbus
    • Added a way to automatically generate slotting code for the mission slotting website! To learn more, see the new slottingGenerator.hpp file in the configuration folder.
  • [Documentation] Added more config documentation for gunbag and respawn waves. (#213) by @Bubbus
  • [Fix] - Compatibility with ACE 3.16 medical system (#194) by @Cre8or
  • [Improve] - Zeus UI initialisation & Godmode (#180) by @Cre8or
    • The Zeus UI now properly shows everytime the Curator screen is opened (previously it didn't show on the first use)
    • Zeus God-mode now gets [re]applied everytime the Curator screen is opened (previously only on the first use)
  • [Bugfix] - Change 3DEN function recompiling (#179) by @Cre8or
  • [Fix] - Ceasefire UI not updating with open map (#173) by @Cre8or
  • [Fix] Resolve Logistics Vehicle Group-Based Access (#182) by @dgibso29
    • Group-based Logistics Vehicle access will now work properly. Any player in a Group with access will now receive it, regardless of their role. In the default framework config, this is any member of COMMAND or ZEUS.
  • [Change] Refactor function overrides for external addons. (#166) by @Bubbus

v1.6.3

02 Dec 18:15
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v1.6.3 - Respawn Improvements & ACE Medical Fixes

This release is primarily around bugfixes. @Cre8or has put in some excellent work to investigate & resolve our ACE Medical issues that cropped up with ACE 3.16, while @Bubbus has kept up the good fight in chasing down respawn issues. See below for more information on fixes.

Additions

@Joecuronium has added Identity configuration for the Spearhead CDLC, and @cow-co has contributed a small but impactful fix for INDFOR & OPFOR default language assignments.

What If I Have A Mission In Progress?

With the exception of 3 files, 1.6.3 does not affect mission configuration files. Copy the full contents of the 1.6.3 into your mission EXCEPT for mission.sqm and the configuration folder. Then replace just the 3 files below and reconfigure as needed:

  • description.ext
  • configuration/acre_radio_configuration.sqf
  • configuration/identities/identityGroups.sqf

That's all for this one, folks. Stay tuned!

What's Changed

  • [Fix] Resolve Logistics Vehicle Group-Based Access by @dgibso29 in #182
    • Group-based Logistics Vehicle access will now work properly. Any player in a Group with access will now receive it, regardless of their role. In the default framework config, this is any member of COMMAND or ZEUS.
  • [Bugfix] - Change 3DEN function recompiling by @Cre8or in #179
    • Functions may now be recompiled on the server in 3DEN hosted multiplayer sessions
  • [Improve] - Zeus UI initialisation & Godmode by @Cre8or in #180
    • The Zeus UI now properly shows everytime the Curator screen is opened (previously it didn't show on the first use)
    • Zeus God-mode now gets [re]applied everytime the Curator screen is opened (previously only on the first use)
  • [Add] added identities for SPE CDLC: US, French, German by @Joecuronium in #186
  • [Bugfix] - Fixed immediate respawn module. by @Bubbus in #189
  • [Bugfix] - Force players to a specified respawn point if they don't choose one manually. by @Bubbus in #188
    • Players could find themselves respawning in odd positions before - in the middle of nowhere, on top of their old body etc. Now, if a player doesn't choose their spawnpoint manually with the CTRL+S spectator keybind, a proper one will be chosen for them.
  • [Patch] - Fix INDFOR/OPFOR Language Assignments by @cow-co in #190
    • By default, INDFOR and OPFOR should now have the expected languages.
  • [Fix] - Compatibility with ACE 3.16 medical system by @Cre8or in #194

Full Changelog: v1.6.2...v1.6.3

v1.6.2

03 Aug 18:27
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v1.6.2 - Respawn Refactor Rework Part 1

In 1.5.0, we moved from our old, in-house respawn framework to the vanilla BI one. It looked great and was promising, but ended up causing more issues that it was worth. In this update, we're reverted back to the old behaviour from before the update, but without losing the benefits of the change - timed respawns, tickets and waves are still here, but hopefully now without all the weird problems they brought with them!

We've also (hopefully) fixed some problems with the radios when you respawn - 343s should no longer disappear when you come back from the dead. If you notice any other issues like this, let us know about it - we were only able to work on this because of the feedback you all gave, thanks.

I already started a new mission on 1.6.1. What do I do?

There's no patch process for 1.6.2. Either finish your mission as planned & swap to 1.6.2 for future events, or restart your mission on 1.6.2 if you have time.

What's Changed

  • [Fix] - Ceasefire UI not updating with open map by @Cre8or in #173
    • The Ceasefire UI now updates correctly while the map is open.
  • [Refactor] - Respawn Refactor Remake by @Bubbus in #177
  • [Feature] - Add ACE actions to loadout lockers by @Cre8or in #174
    • Loadout lockers now have ACE actions to take loadouts, alongside the regular vanilla actions.

Full Changelog: v1.6.1...v1.6.2

v1.6.1

22 Jun 12:37
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v1.6.1 - Gearscript Hotfix

Resolves an issue with unwrapped CBA loadout strings. AKA that error everyone suddenly found when 1.6.0 dropped.

I already started a new mission on 1.6.0! Help!

All you need to do is apply the patch @Bubbus provided above, or overwrite your components/gearScript folder with the 1.6.1 version.

What's Changed

  • [Hotfix] Stop CBA loadouts propagating through gearscript library without being unwrapped. by @Bubbus in #168

v1.6.0

17 Jun 20:15
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The Bubbus Update

Now that he doesn't have to make a mission every other week to fill the calendar, @Bubbus has nearly single-handedly brough 1.6.0 to fruition. The flagship feature is an entirely new Radio system! Bubbus has lovingly designed & developed an all-new approach to setting up ACRE configurations, now with 70% less confusion. Beyond that, 1.6.0 consists of bugfixes and improvements to various features, including a few from @Cre8or.

Radio Check

A new radio system has been added which should make it easier and quicker to set up radios for missions. For more information, check the new acre_radio_configuration.sqf file in the configuration folder.

In addition, squad leaders can now manage the radio channels for the whole group and automatically push the radio channels onto their squad members - this should allow SLs to solve radio issues without having to ask everyone what net they're on.

Finally, a new radio list has been added which should make it easier to see radio information, and hide it away when not needed.

Note from Gibbs: This refactor is fucking awesome, you're gonna love it. Buy Bubbus a beer.

For more info about the other changes, see the changelog below.

As always, please report any bugs or feature suggestions in the Issue Tracker & feel free to reach out to us in #missionmaking in the Combined Arms Discord.

Happy mission making!

The CAFE3 Team

What's Changed

  • [Bugfix] - Dead spectator voicechat by @Bubbus in #149
  • [Bugfix] - Fix "Wound Randomly" locality issue. by @Bubbus in #147
  • [Bugfix] - Fixed GRAVESTONES_USE_PRIORITY_LIST being ignored. by @Bubbus in #150
  • [Fix] - Fixed CLEAR_UNIFORM typo. by @Bubbus in #153
    • Added documentation for COPY_* macros in gearscript readme.
  • [Bugfix] - Resolving squadmarker issues. by @Bubbus in #154
    • Stopped squad-markers from reloading when a player JIPs.
    • Fixed JIP players not getting to choose their squad.
    • Fixed JIP players not being allowed to TP to their squad.
    • Fixed squad-teleport sending players to the shadow realm when the squad they joined was empty.
    • Stopped players cancelling their squad selection when they respawn (cancelling causes the player to have no map marker!)
  • [Refactor] - Replaced vanilla ticket handling with bespoke handling. by @Bubbus in #152
    • Added a new timed-tickets respawn mode.
  • [Change] - Made customStartup_* scheduled. by @Bubbus in #148
  • [Feature] - Added ZEN module for creating loadout lockers mid-mission. by @Bubbus in #155
  • [Refactor] Change to an event-driven radio system. by @Bubbus in #162

Full Changelog: v1.5.1...v1.6.0

v1.5.1

01 Jan 17:45
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1.5.1 Hotfix

Addon Setting changes were missing from 1.5.0. This hotfix updates mission.sqm with the correct Addon Settings.

What Exactly Changed?

Added new default values to these settings:

ims_bluntweapon (-> Unconscious)
ace_marker_flags_placeanywhere (-> true)
ace_overheating_cookoffcoef (-> 0)
ace_vehicle_damage_enabled (-> true)

This commit affects a lot of the mission.sqm because an Arma update has introduced the new singleType key.

What If I Have A Mission In Progress?

Do not upgrade to this version or it will wipe out your work in the editor. Just make sure your Addon Settings are configured correctly like normal & take a look at the above section to see what you're missing.

What If I Think I Have A Good Reason To Not Use The Latest Version?

You don't. Use v1.5.1 for all new missions!

As always, please report any bugs or feature suggestions in the Issue Tracker & feel free to reach out to us in #missionmaking in the Combined Arms Discord.

Happy new year & happy mission making!

The CAFE3 Team

v1.5.0

11 Dec 18:27
238ef47
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Framework: Respawned

After a long year of baking, 1.5.0 is here with a fresh new Respawn system! In addition to that flagship feature, we've snuck in a few smaller fixes & improvements ranging from fixing a PAK exploit, ACE gunbag support in gearscript, and improved framework defaults across the board, including Addon Settings. There's a fair few more small changes, so please check out the full changelog!

Respawn Refactor

The old respawn framework has been replaced with a new respawn framework based upon the vanilla one. For more info, see https://community.bistudio.com/wiki/Arma_3:_Respawn (please do this). To see how this new system works with the framework, see the examples in the default mission file and look in the respawn configuration file.

There's also new ZEN modules to change tickets, add respawns and respawn individual players. The new system is set up to match the old behaviour as closely as possible, but there will be small differences to get used to.

For more info about the other changes, see the changelog below.

As always, please report any bugs or feature suggestions in the Issue Tracker & feel free to reach out to us in #missionmaking in the Combined Arms Discord.

Happy mission making!

The CAFE3 Team

What's Changed

  • [Chore] Update Release GitHub Action by @dgibso29 in #96
  • [Bugfix] Fix ending dialog population breaking on double defined entries by @Joecuronium in #98
  • [Add] - Visible framework version by @Bubbus in #99
    • Added a version file to the framework.
    • Made the framework version available in a new "Framework" tab on the map screen.
    • Moved framework map panels like "CA Admin" into the new "Framework" tab.
  • [Feature] - Add Gearscript ACE gun-bag support. by @Bubbus in #102
    • Added ACE gun-bag support to the gearscript system via the new PUT_GUN_IN_GUNBAG command.
    • Added examples of how to use the new gun-bag support into the default blufor and indfor gearscript files ('sniper' class).
    • Minor bugfix for framework start-up.
  • [Feature] - Disable ACE advanced car damage by default. by @Bubbus in #105
    • Disable ACE advanced car damage by default and added an option into the CBA settings config file to re-enable if desired.
  • [Feature] - Improve ceasefire side relations by @Cre8or in #101
    • Previously, ceasefires were partially enforced by using setCaptive on players. This had the side effect of tampering with player side affiliations (some players would be stuck on the civilian side), and it didn't affect AI-on-AI relations.
    • This new method uses global side relations (using setFriend) to stop AI hostilities altogether for the duration of the ceasefire. Once terminated, the previous side relations are restored.
  • [Improve] Overhauled default medical settings by @Joecuronium in #108
    • AI should feel less tanky with unconsciousness enabled
    • Headshots still instakill AI
    • Player damage threshold has been buffed a bit to counteract those changes on the player side
    • Disabled ACE vehicle crash damage (ACE car damage is back baby)
  • [FIX] Zeus being unable to properly update crate gear via module by @Joecuronium in #111
  • Fixed default BLUFOR and INDFOR loadouts so PCMLs in crates are loaded by @Joecuronium in #110
  • [Improve Gearscript] Resupply crates now have space to drop stuff by @Joecuronium in #109
    • Gearscript automatically adds 25% more load capacity over the assigned gear on all gearscripted crates
  • [FIX]Fatal damage source configured wrong in the new settings by @Joecuronium in #112
  • Fixed double semicolon in the blufor default LAT loadout by @Joecuronium in #115
  • [Improve] Changed default vehicle lock to "Locked for players" for framework sp… by @Joecuronium in #116
  • [Bugfix] Compatability for new ACE gearstrings by @Joecuronium in #120
  • [Update] Add new default addon settings. by @Bubbus in #122
  • [Chore] Release 1.4.2 Hotfix -> Dev by @dgibso29 in #126
  • [Improve] Fix PAK Stitch Exploit Pending ACE PR Merge by @dgibso29 in #128
    • Personal Aid Kits no longer bypass stitching. In order to use a PAK, the patient must meet the following conditions:
      • Minimum Blood Level of 85%
      • Minimum Heart Rate of 40
      • Patient must have no fractures
      • Patient must not be in pain
      • Patient must have no open or bandaged wounds (Must be fully stitched)
  • [Chore] Update Medical Setting CBA Presets by @dgibso29 in #127
    • CBA Medical Setting presets have been updated to be consistent between basic & advanced. Advanced medical presets have been consolidated into a single preset to help provide a consistent experience for the community.
  • [Add] Add "Mute Music" ZEN module by @dgibso29 in #134
    • Added the "Mute Music" ZEN module to Zeus. This will allow you to smoothly fade out & mute whatever music may be playing.
  • [Refactor] - New respawn system. by @Bubbus in #135

v1.4.2

11 Oct 22:44
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v1.4.2 Hotfix

This hotfix release resolves a critical bug introduced with the latest version of ACE that rendered ACE Arsenal exports incompatible with Gearscript.

Additionally, Framework ACE Addon Settings have been updated to account for ACE updates.

What's Changed

  • [Hotfix] added compatibility for new ACE gearstring format by @Joecuronium in #121
  • [Update] Add new default addon settings by @Bubbus in #122

Full Changelog: v1.4.1...v1.4.2

v1.4.1

19 Jan 12:16
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Ceasefire Hotfix

This release addresses an issue with the Ceasefire module that causes transient issues due to its use of captivity. This facet of Ceasefire has been removed in the interest of mission stability pending a proper fix for the issue.

Oh no I have a mission in progress on v1.4.0!

All you need to do is replace your copy of components/ceasefire/fn_client_ceasefire.sqf with the new version of it in this release. That's it!

What's Changed

  • [Bugfix] - Removed setCaptive call from ceasefire component. by @Bubbus in #91

Full Changelog: v1.4.0...v1.4.1

v1.4.0

06 Jan 20:55
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New Year, New CAFE

With the new year comes a new version of the only ARMA missionmaking framework you need: CAFE3 1.4.0! This version sees a few handy new features, ranging from Safe Start's cooler brother Ceasefire to support for civilian units in the Zeus spawner & some Gearscript improvements. Additionally, a few bugfixes around ACE Dog tags & AI driver snuck their way in.

Behind the curtain, the framework has official migrated from F3_CA_BUB to CAFE3, and backend work to effect that rename has been completed. On top of that, some fancy GitHub automation has been created to help us bring releases to you in a consistent & easy-to-consume format.

Introducing Ceasefire

The SafeStart component has not been functional for a prolonged time. Reverting it to a working state proved to be easy, but it quickly became apparent that the feature set was no longer sufficient for today's requirements. Furthermore, the SafeEnd component was identified as offering little to no additional functionalities over that of the SafeStart component, raising questions about its raison-d'être.

In order to address the above points, the Ceasefire component has been introduced, replacing its two predecessors. From a mission maker/Zeus perspective, the biggest change is that ceasefires are handled via a new module (found under [CAFE3] Misc), which can be used on demand.
During a ceasefire, players are made invincible and captive. Additionally, while their weapons are still operational, projectiles are removed upon firing. This prevents engagements between players and AI in most scenarios (however, it doesn't catch every possible use of lethal force).
For more advanced use cases, a matching configuration file has been added, enabling mission makers to customise the initial "safe start"-like ceasefire (or disable it entirely).

The following screenshots showcase this new component (aswell as its associated Zeus module) in action:

grafik
A ceasefire during mission start.

grafik
The Ceasefire Zeus module.

For more info about the other changes, see the changelog below.

As always, please report any bugs or feature suggestions in the Issue Tracker & feel free to reach out to us in #missionmaking in the Combined Arms Discord.

Happy mission making!

The CAFE3 Team

What's Changed

  • [Feature] Gearscript Item Macros by @Bubbus in #61
    • Added new commands for use in Gearscript. These commands allow you to add gear to units without needing to bring them back into ACE Arsenal. Useful for when you've forgotten an item etc. For more information, see the gearscript_readme.txt in the latest version of the framework.
  • [Chore] CAFE3 Rename in Config Files by @dgibso29 in #73
    • Brewed a triple shot of CAFE
  • [Feature] Add civilian side support for zeus spawner by @Joecuronium in #77
    • What it says on the tin. Check the spawner configuration file documentation for more info!
  • [Feature] Add Ceasefire component, remove SafeStart/SafeEnd components by @Cre8or in #78
    • See above section for more info!
  • [Bugfix] Fix for ACE Dogtags not being named correctly by @Joecuronium in #79
    • Fixed issue with ACE dogtags not setting the correct identity #76
  • [Bugfix] Fix AI driver issues by @Bubbus in #68
    • Changed AI driver script to be more reliable.
    • Fixed bug in Zeus ACE medical functions.
    • Changed behaviour of Zeus godmode to spam logs less.
  • [Feature] Add Zeus interface actions by @Joecuronium in #81 (Wiki Article)
    • Endings are now defined in configuration\endings.hpp
    • Ending triggers are removed from the map screen admin menu and added to Zeus ACE-interact
    • New module to toggle AI pathing ability
    • New medical context action for immersive revive
  • [Devops] Design & Implement Semantic Versioning Pipeline by @dgibso29 in #62
    • GitHub Actions go brrrr
  • [Hotfix] Fixed side conditionals by @Cre8or in #84
    • Hotfix in response to today's public framework beta playtest.
  • [Release] Stage 1.4.0 Release by @dgibso29 in #85