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QRF orbital #144

Merged
merged 3 commits into from
Sep 25, 2024
Merged

QRF orbital #144

merged 3 commits into from
Sep 25, 2024

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wersal454
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@wersal454 wersal454 commented Mar 29, 2024

What type of PR is this.

  1. Bug
  2. Change
  3. Enhancement

What have you changed and why?

Information:

OKAY. This is kinda huge. Initial draft or whatever. A lot to do(wright code and test). I believe I created all necessary files, but I'm no expert on supports and especially QRFs.

Please verify the following and ensure all checks are completed.

  1. Have you loaded the mission in LAN host?
  2. Have you loaded the mission on a dedicated server?

Is further testing or are further changes required?

  1. No
  2. Yes (Please provide further detail below.)

How can the changes be tested?

Steps:


Notes:
Added some notes in fn_orbitalLanding on how qrf should behave. Maybe in the future include Orbital vehicle drop?
For now only NATO arid and CSAT arid have droppods. After testing, OPTRE and other modsets will receive them as well

@wersal454
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Almost forgot. After testing we need to move this QRF in "futuristic" option and move Orbital beam to something like "futuristic-unfair". Of course, this option will need to be added to the menu, but I don't think it would be too difficult to do.

@SilenceIsFatto
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This is a continuation of #126

@SilenceIsFatto SilenceIsFatto mentioned this pull request Mar 29, 2024
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@wersal454 wersal454 changed the title Qrf orbital QRF orbital Mar 29, 2024
@SilenceIsFatto SilenceIsFatto marked this pull request as draft March 29, 2024 23:44
@wersal454
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Star wars modset needs droppods added (I think CIS has droppods(either as a propper vehicle or as scenery object)
Should probably add droppods(space capsule since it's in vanilla) to every modern modset (just in case someone wants ai to use orbital qrf with rhs or something)
Need to figure out what to do with single seater pods (currently they are launching way to long from one another due to crashingeffect function checking and waiting for altitude of 2m or so, maybe use eventhandlers?) + add bomb explosion before touchdown (might need to look at how Rivals carbomb is doing that)
Need to add a parametr, futuristic-unfair and move current orbital laser there and orbital qrf into just futuristic

@wersal454 wersal454 marked this pull request as ready for review July 15, 2024 21:16
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@SilenceIsFatto SilenceIsFatto left a comment

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What happens if a template doesn't have a vehiclesDropPod?

A3A/addons/core/functions/AI/fn_orbitalLanding.sqf Outdated Show resolved Hide resolved
@wersal454
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What happens if a template doesn't have a vehiclesDropPod?

Yep, forgot about that one, might check how absence of helicopters is handled

@wersal454
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Just realized, I should probably add stuff like blowing door panel on ODST pod, or opening the doors on other pods. Just stuff like that

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Generally you just need to clean up commented out code that isn't needed, and properly fill out function headers so their args and such are correct

@SilenceIsFatto SilenceIsFatto added misc A miscellaneous change ready-for-testing labels Jul 31, 2024
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It'd be smart to double check all of the "get" and swap them to getOrDefault given the issues we had with it last release

@SilenceIsFatto
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Just the get "vehiclesDropPod", etc*

@wersal454
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It'd be smart to double check all of the "get" and swap them to getOrDefault given the issues we had with it last release

I think there is no need for that since there is a droppod in faction defaults, thought I think we need to check the crashsite mission check for droppod, I don't think it will spawn satellite version of the mission if there is no droppod in the template since we doing getordefault check

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Make sure to remove commented out segments of code that are no longer needed, makes it unnecessarily hard to read

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Ready for testing I think

@stutpip123 stutpip123 merged commit 1c67ca5 into SilenceIsFatto:unstable Sep 25, 2024
@SilenceIsFatto SilenceIsFatto mentioned this pull request Oct 7, 2024
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3 participants