Arma 3
Misery
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Opdatering: 26. okt. 2023 kl. 18:37

Hotfix:

  • Fixed some debug systemchat dialogue still lingering about & Fixed file path for combat logger script

Opdatering: 26. okt. 2023 kl. 14:53

Added:

  • Building blacklisting input option for Groundloot framework module, allows designers to blacklist any buildings they wish to not spawn loot
  • New headlamp structure from the ground up utilizing lightpoints, actions built into the inventory GUI + made the headlamp a static inventory item, rather than requiring players to equip it in the facewear slot
  • Added player stance saving to the data management system (you will now reload in your previous stance)
  • POI modules (performance settings module + Generating module)

    Updated:
  • Structure for Misery variables, now utilizing namespace variables for a finer tuned & more secure client data setting
  • Item usage structure to utilize namespace functionality
  • Item usage structure removed extra redundant settings for radiation + exposure values [add / remove] (Now to increase use regular positive numbers, to decrease use negative numbers
  • much more efficient, less data)
  • Player data saving / sync (Clients are recommended to delete their saved data)
  • Exposure, now when in a "warming" environment a player will no longer get double arguments stacked, now there are additional checks to process prior to calculations to temperature

    Fixed:
  • Rvg Gutting knife unable to be used for opening cans (Misery)
  • Error in Item usage structure for fever / cold removal (If designers were building thier own settings)
  • z (height) parameter for player position reloading, previously players would only spawn in 2D scope
  • Groundloot framework, updated loot pile checks to automatically delete piles generated with no items
  • Fixed Water Jerrycan actions for filling Bottles or Canteens with dirty or clean water, fixed the check for an empty bottle / canteen
  • Fixed Wound crude stitching to remove needle & thread when action is completed
  • Fixed Antibiotics usage (Now resets infection var to 0, doesn't remove certain amount, but rather resets the var entirely)
  • Fixed Fever simulation, curing an ailment no longer resets exposure value to 0 instead player's fevers will slowly depreciate until healed, unless they use medication

    Removed:
  • Vestarr Headlamps .pbo
  • All other iterations of data for client data, now only one of each exist
  • Saver, reloader, deletion, this makes data much easier to manage with existing variable data as well as saves memory

    Optimization:
  • Groundloot framework changes should slightly improve performance; due to the updated garbage cleaning
  • Massive rewrite / introduction of playernamespace variables
  • Should greatly improve performance since workload is now split to the client and server

Opdatering: 23. sep. 2023 kl. 17:21

Hotfix for previous patch:

  • Removed Radio settings module at this time due to issues that arised after patch, during testing module seemed to function properly
    - Code will need to be rewritten for this module I'm particularly looking into playsound3D command to retry this when I get a chance

Everything else previously pushed in the patch will stay, only issues noted were from the radio settings module.

NOTE: The portable AM / FM radio is also removed currently

Opdatering: 23. sep. 2023 kl. 10:45

Misery Changelog:

    Added:
  • Melee, and a Keybind setting under addons configuration for controls
  • To refuel framework, players can now use fuel pumps and Jetfuel stations to refuel vehicles / aircraft directly without the restriction of needing a Jerrycan - All that is needed is an automotive battery to power the fuel pump
  • Option to swap empty Jerry cans to different fuel type (Petrol to Deisel, etc...) + Option to dump fuel onto the gound to empty any Fuel Jerrycan, Water Jerrycans are still separate
  • Another variant of Vehicle maintenance module zones, Refuel zones, players can pay funds to refuel vehicles
  • RF / EMF detector - A specilized detector that detects entities from the unknown as well as Artifacts
  • Portable high range AM / FM radio to tune into current active radio broadcasts
  • Ground loot framework built from concepts from Drongo's DMP fully utilizing module settings, with fully configurable loot and performance settings
  • Wound cauterization at fire sources, simulates crude treatment - but also can risk infection if enabled + increases player's pain level to max (Requires ACE medical)
  • Wound stitching with Needle & thread Misery item, simulates wound coverage, risks infection if enabled (Requires ACE medical)
  • Ushankas to extra warmth headwear matching watchcaps, shemags, etc...
  • Radio Broadcast module - allows designers to sync portable long range radios to Map objects that are simulated as radios, to simulate picking up old radio broadcasts that are still active in Post apocalyptic times...
  • Wood collection requiring no tools, players can now collect wooden sticks with thier hands when near a tree
  • Wood log splitting action (requires a wooden log, chainsaw or axe)

    Fixed:
  • Option to refuel / rearm a vehicle outside of a zone, the action wouldn't do anything, but also shouldn't appear when out of a zone area
  • Weird returns for fuel decrease / increased percentage values for refilling or syphoning from vehicles with Jerrycans, now just returns the current fuel amount of the vehicle after syphoning, or filling with a Jerrycan.
  • Toolkit crafting not removing ducttape
  • Multiple redundant Arbitrary code blocks that actually would effect the scheduler after a bit of time playing
  • Multiple issues with detectors Geiger especially in previous build was buggy and exploitive
  • Ground loot being stuck at 2D placements, will now spawn in 3D spaces, in buildings, on different stories, etc...
  • Future possible issues for RF detector
  • A ton of exploits for previous action menu's (inventory GUI) players could access actions after dropping items required for actions; - increased checks

    Updated:
  • Chanced numeric returns for refilling Jerrycans utilizing newer structured BIS functions
  • Gasmask cartridge system to store classname of currently worn gasmask if it's removed from cartridges running out; This value doesn't save to client data, and if used on an empty gasmask while holding a value, the player will receive their old mask type, and the value will reset itself to nothing... If no gasmask was ever removed from the player then a random gasmask will be added to their inventory as usual
  • Fishing check, old structure forced the player to stand in water to fish, this is no longer an issue, players can now fish further up on the shoreline (~ 25m or so), or over water sources...
  • Fishing action code, features more proper randomization via number generation
  • Fishing immersion with great help from SlayNoMore for fishing pole orientation to players hand
  • iBuild actions to automatically be active if iBuild is loaded (removed Module input setting)
  • Mining action code, features more proper randomization via number generation + Removed requirement for players to mine from Ore deposits, players can now mine at any "rock source" on any terrain
  • Some ACE compat code for custom medical treatment (cenestin)
  • Structure of some Take EH's
  • Chainsaw usage as well as chainsaw items, only TWO chainsaw's exist in Misery now, one with fuel, the other without. Newer code should offer many more uses from a chainsaw (number generated), rather than the old 4 uses and an empty fuel tank...
  • Skillsaw usage Newer code offers many more uses from a Skillsaw (Woodplank crafting)
  • Wood item models (Firewood, Wood logs, + NEW Item/Model for Wood sticks)
  • Fire crafting recipes, now recognizes (new) wooden sticks as a fuel source + will now create an appropriate sized fire from materials used (Firewood = Bigger fire | Wood Sticks = Small fire)
  • Wood collection / drop - wood objects "dropped" from a tree source will now be separated rather than clumped into one huge loot pile, this makes grabbing what you want much easier than attempting to sift through the pile or having to drop gear...
  • Wood collection - if a tree is cut down you can now no longer harvest wood from it, previously this was possible

    Removed:
  • All Ore deposit models (no longer needed since Mining has been altered to where every terrain "rock source" is mine-able)
  • All other variants of Chainsaw, now only regualr chainsaw variant and empty fuel variant exist

    Optimization:
  • General code optimization

Opdatering: 19. aug. 2023 kl. 7:54

Misery Hotfix EDIT:

  • Added redundancy to the NIL value checks for zones, previous hotfix fixed issue if designers weren't utilizing zones at all
    Now if zone variables aren't defined at all they will be preset to FALSE values, I should of done this originally.

Opdatering: 19. aug. 2023 kl. 7:24

Misery Hotfix:

  • Fixed multiple undefined variable errors from newer zone modules data

Opdatering: 18. aug. 2023 kl. 18:06

Misery Hotfix:

  • Fixed module data sync to repair zone w/ defined settings
  • Fixed rearm zone only rearming / resupplying part of a vehicles ammo now should fill ammo completely...
  • Fixed Framework versioning errors

Opdatering: 18. aug. 2023 kl. 16:27

Added new modules:

  • Repair module (allows designers to place repair zones for vehicles)
  • Rearm module (allows designers to place rearm zones for vehicles)
  • Medical module (allows designers to place Medical zones for players)
  • SafeZone Module (creates a safezone area for players - can be paired with killzone modules)
Each new module has unique features, as well as unique inputs for currency types...

Added new CBA client settings for more refined HUD control:
  • Enables players to change color, layout (Bar, Integer) styles as well as enable HUD shadowing or not

Opdatering: 5. aug. 2023 kl. 17:20

Misery Changelog:

  • Fixed display error for thirst on HUD when reloading character data (error occurred from sick calculations)
  • Added variable check period for HUD startup (Helps load all variables before HUD startup)
  • Rebuilt HUD structures (Further optimization)
  • Added Sleep calculation for Weight penalty option for SP Only (the more weight you carry will affect your tiredness)
  • Fixed multiple issues with tired system for SP
  • Fixed multiple issues with Sick calculations

Opdatering: 3. aug. 2023 kl. 17:04

Hotfix:

  • Fixed syncing of Air & Sea temp values to clients in dedicated environment (previously would stay at 0 values)