Skip to content

v1.7.0

Latest
Compare
Choose a tag to compare
@github-actions github-actions released this 11 Jun 13:46
· 36 commits to develop since this release

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