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