Reformed the hotkey mappings in sqf3/seow_tools.sqf
More updated objects for IFA3
Updated object names in IFA3
Altered sqf3/seow_classes.sqf SEOWdudmine to "Land_Wrench_F" since "Explosive" is not valid in IFA3.
Progress build and publish
Corrected handling of ammo state in sqf3/seow_tool_build_APminefield.sqf and sqf3/seow_tool_build_ATminefield.sqf
Updated seow_animator.sqf to call createMine when appropriate
Commented out private[] declaration in sqf3/seow_drop_mine_magazines.sqf to prevent GIAR memory errors
debugging mine model
Integrating IFA3 mine model
Integrating IFA3 mine model
Toward a new mine model for IFA3
Toward a new mine model for IFA3
Toward a new mine model for IFA3
Toward a new mine model for IFA3
Toward a new mine model for IFA3
Toward a new mine model for IFA3
Toward a new mine model for IFA3
Toward a new mine model for IFA3
Changes to support MM_Action_Speed, MM_APMine_Supply_Cost, MM_ATMine_Supply_Cost
Putting MM_APMine_Supply_Cost and MM_ATMine_Supply_Cost in as Meta_Battlefield_Settings parameters. Changed MM_ActionSpeed to MM_Action_Speed. Revising minelaying sqf3 scripts to handle better ammunition management.
Mucking around with laying minefields
Progress on sorting out IFA2 and IFA3 mine objects; updated seow_animator.sqf to recognise IFA3 radio receivers
MM-ForcesCheck.php updated for IFA3
Corrected the usage of Make_Misc_Item() to prevent "True" strings being appended to ENTITIES_STRING
Updated spy magazines for A3
Make select structures upper case, altering A3 unit types etc
Updated HandleForage() and HandleAtrocity() in clsIFA3.vb
change rabbit to animal
Improved string checks in forage tests in sqf3/event.sqf and sqf2/event.sqf
Improved string checks in forage tests in sqf3/event.sqf and sqf2/event.sqf
Better objects for broadcast radios and for tents; created new MM battlefield setting for MM-ActionSpeed (SEOW tools speed) and associated frmMain object and filter transform in clsIFA3.CopyMissionResources()
Updated tent objects in sqf3
Corrected muzzleflash script to work in multiplayer by using remoteExec()
Publish
RC of Analyzer class
Improved regex filter for A3 timestamp
First pass at IFA3 log filtering for A3 timestamp
Updated IFA3 keymapping page in sqf3/index.html
Need to keep SEOW1.jpg as original encoding.
RC of muzzleflash feature
Trying file encoding changes in sqf3; first candidate for new seow_muzzleflash.sqf
Put init timer into getin.sqf to see if we can delay movements at mission start (and hence avoid script errors in the logfile)
Finalised broadcast radio fixes in init.sqf and in sqf3/seow_radio_broadcast.sqf. Now works without script errors.
Finally got the correct remoteExec format for the "say" commands in sqf3/seow_radio_control.sqf and sqf3/seow_radio_broadcast.sqf
Corrected array referencing in sqf3/seow_radio_broadcast.sqf, and altered initial "animal_" tests in sqf3/event.sqf
Improved handling of admin pilot reports in BuildPilotReports(), corrected EOL characters in BuildInit()
removed old markers, sensors and vehicles variables
various minor bug fixes in BuildCivilians() and in sqf3 scripts, principally pertaining to broadcast radio functions.
Corrected quote bug in AddFAWSensor()
Corrected semicolon usage in clsIFA3.BuildAnimals()
fixing soldier defs
Updated soldier definitions in seow_classes.sqf
Updated Colonel and Signaller definitions
v8.2.0.12 publish
Partial code clean up for clsIFA3.vb
RC of clsIFA3.BuildFortifications()
RC of clsIFA3.Build_ESEM_Spy()
Updated nuget packages
Added init script support for animals, airframes, wrecks and supply drops
First pass at BuildAirframes(). Need to give attention to init strings and event handlers for animals and airframes to ensure that destruction is tracked.
RC of BuildWrecks() and BuildSupplyDrops() using simplified modUtilities.RandomElement() and MD5 hash.
RC of BuildWrecks
Added orderGetIn to init_mount(); only civilian family leaders are now playable by default, but I might rule them out too. Still haven't found why TeamSwitch allows all players to swap sides.
Got HighCommand working after putting red soldier directives into Meta_IF44_Objects_IFA3. But have a strange in-game bug with TeamSwitch where I can both see and switch to enemy units using the TeamSwitch menu.
Seem to have Recon Markers working, pilot reports etc. Found a bug in HighCommand where East Subordinates are linked to West Commander modules. Should be straightforward to fix.
Added deterministic seed for each supply drop in clsIFA3.BuildSupplyDrops()
RC of clsIFA3.BuildSupplyDrops(). Need to consider extending/rebalancing drop objects.
Partial update of clsIFA3.BuildSupplyDrops(); Needs to incorporate Attribute listing of contents using bis_fnc_initAmmoBox etc.
RC of clsIFA3.BuildFybys() and setWaypointBehaviour call correction in sqf3/flyby.sqf
RC of clsIFA3.BuildAnimals()
RC of clsIFA3.BuildAnimals()
Ensured Scannon's ammo bug is applied to clsIFA3.vb and modIFA.vb; got details of Meta_Forces records worked out properly in clsIFA3.BuildCivilians()
RC for clsIFA3.BuildCivilians(). Also revised campsite objects and civilian lists for IFA3.
Corrected naming of HC_Subordinates, Added CAB_A3 "Named Groups in Multiplayer Lobby" syntax to unit description fields.
Corrected HighCommand ID usage in clsIFA3.make_ESEM_Unit_Item() for subordinates.
Corrected HighCommand ID usage in clsIFA3.make_ESEM_Unit_Item() for subordinates.
Close to having working HighCommand links
Converting clsIFA3.vb, but found bug related to needing two ID values per colonel. Need to fix.
Debugged BuildBarrageEmplacement(); debugged crew scripting for vehicles by avoiding DLV vehicle forms (kju). Next is PlaceColonel() and HighCommand scripting.
Got BuildBarrageEmplacements() working now with scenery objects at ground surface. Need to improve A2->A3 object mapping for fidelity and placement.
Publish to v8.2.0.50
Corrected GetAmmoDirective() to use Double type instead of Integer (Scannon)
cleaned up some code formatting bugs in barrage triggers; need to remove deprecated code in BuildBarragesNew(). Then we need to ensure that the Make_ESEM_Unit_Item() code is robust for squads, vehicles and artillery.
RC of refactoring of Build_ESEM_Unit() and Make_ESEM_Unit_Item(). Now all string appends are done in Make_ESEM_Unit_Item() and Build_ESEM_Unit() simply loops through the members in each group.
revising counters in clsIFA3.Make_ESEM_Unit_Item(), having prototyped BuilBarragesNew()
on the road to implementing clsIFA3.BuildBarragesNew.vb
Refined more sqf3 scripts and corrected soldier naming bug that prevented random naming by IFA3. Removed temporary isPlayer directive in clsIFA3.Make_ESEM_Unit_Item(); correctly set VS publish options for sqf3/images.
More sqf3 work
Updating sqf3 scripts and resources
Added type to modUtilities.getDistance function definition; got apparatus spawning at ground surface now; added new check for soldiers spawning near apparatus.
Got apparatus parameters working, but having problems with atloffset and objects spawning below ground
Towards handling of apparatus groups
Debugging multi-group support in clsIFA3.vb
Sorting out Description.ext, init.sqf and briefing.sqf
Corrected "BLUEFOR" with "BLUFOR" in minefield deployment, working on improved Description.ext; now basic mission boots without errors
nextID corrected; automatic compilation of Addons list; mines, minefields and broadcasters handled. Ready for multi-soldier units and multi-unit groups
First pass and mines, minefields and broadcasters support in clsIFA3.vb
Partial implementation of Make_Mine() and MakeMinefield()
recasting Entities and Groups structures in sqm file