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change branch 0.96.7 base to 0.96.8 base now again and again #15
Commits on Mar 2, 2023
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Improved AI Spawn and Fix Surrender punishment
Fixed: Wounded enemy combatants would be counted as civilians upon surrendering and player would be punished for their death Improved: Enemies now spawn in a wider area rekterakathom@fbb13ce
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Improved AI Spawn and Fix Surrender punishment
Fixed: Wounded enemy combatants would be counted as civilians upon surrendering and player would be punished for their death Improved: Enemies now spawn in a wider area rekterakathom@fbb13ce
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Secondary Task Improve and bugfix
Change: Pilot are now set to civilian avoid AI Friendly fire Change: Civ supply sector name is now correct with 0.96.8
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named cutRsc tag for make sure intro screen showing
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Add: ACE 82mm Mortar Combo box Add: Player direction randomize after deploy Add: ACE Fortify Presets
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Update KPLIB_transportConfigs.sqf
Transport Adds: AMF H225 BW mod Flatbed CUP MI6A/T but monster carriable RHS CH53E gun and cargo variant FFP/HAFM NH90 Buff USAF C130 Cargo
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Update fn_spawnSectorCrates.sqf
Changed: Search radius to improve chances of an empty position being found rekterakathom@b667fdd
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Update add_defense_waypoints.sqf
Changed: No longer run on null groups rekterakathom@2293b0f
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remove not used preset setting from json
remove workshopID and allmaps except Malden
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Revert "remove not used preset setting from json"
This reverts commit 6dfcabc.
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Sorting with the expectation that fetch param will work correctly by reading fetch param first. Because the Radio Tower-related script throws an error and the Radio Tower is not summoned or saved.
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Change the order to read. This fixed the loading issues.
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Revert "Added FileXT mod capability."
This reverts commit 3df3878.
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Commits on Mar 3, 2023
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Commits on Mar 4, 2023
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Update civ_supplies 2nd mission and add missing config
Change: supplies are now needs 200 value.
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Move after actions of prisonner captured.
change: move some after actions from remote_call_prisonner to prisonner_ai because it's has conflict with ACE surrender actions.
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change: Move KPPLM translation to original from English add: More Japanese Translations remove: miss translations for civ_supplies for another languages those has SAR/FOBHUNT descriptions change: civ_supplies briefing text on english
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Changed: All instances of "Man" to "CAManBase". "Man" includes animals like rabbits as well.
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Changed: Units in vehicles are now deleted with deleteVehicleCrew instead of deleteVehicle deleteVehicle creates all sorts of bugs and ghost objects if unit is in vehicle
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add lockInventory and disable ACE renaming.
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Update HUMANITARIAN AID mission
Correct resource consumption. Almost complete rewrite. Displayed hints to show how many resources are currently placed. Made the description of mission costs easier to read. Changed the image in the briefing description to a dedicated one.
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Delete marker elements; change NVG deletion to use linkItem. Fixed incorrect behaviour of soldiers in _force_surrender. (ex. SAR Pilots hostage are never move)
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Commits on Mar 5, 2023
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Commits on Mar 6, 2023
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add lockInventory and disable ACE renaming make sure.
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Update fn_addActionsPlayer.sqf
Do not addAction reassign zeus if zeus commander is disabled.
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Add variable: "KPLIB_prisonner_captured", "KPLIB_prisonner_whois", "KPLIB_prisonner_surrendered", for check unit is surrendered on sector and unit is already captured or not and who captured. Update intel_manager.sqf for define (setVariable) those variables from CAPTURE action, and never addAction if unit is already once captured or not surrendered on sector. (Do not shown CAPTURE action if unit is captured by ACE handcuff before/outside sector captured.)
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change: do not adds captive boys to unitcap anymore. change: move HQ entities 0,0,0 to gamelogic position (near by player initial position) for avoid drown and die. and setcaptive those guys for do not detect from radiotower script.
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Update fn_crAddAceAction works
Just adds removeAllActions if starts healing for avoid multiple actions and remove and replace "field dressing" word from action and hint because you can use any bandages. field dressing is not only option
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Commits on Mar 7, 2023
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Make sure AAs spawn and can removed from array. sometime arrays are not correctly removed or remove wrong array.
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Update fn_cleanOpforVehicle.sqf
add deleteVehicleCrew for avoid bugs and ghost.
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Commits on Mar 11, 2023
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Commits on Mar 12, 2023
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compileFinal again (possibly fix JIP)
compile preprocessFileLineNumbers to compileScript and set this script is "compileFinal"
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Commits on Mar 14, 2023
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Revert "compileFinal again (possibly fix JIP)"
This reverts commit ec68602.
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Commits on Mar 15, 2023
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Revert "Revert "Update fn_createCrate.sqf""
This reverts commit 5cadd0d.
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Commits on Mar 16, 2023
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Finaly this update will fix hostage side after capture in dedicated server
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move InitDone position on after "Fix for not working float values in mission params" It's will be wait and make sure all params are usable for game.
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add waitUntil KPLIB_param_serverInitDone for check KPLIB_param_difficulty is usable.
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Back country AA features rename to SAM
Change: KPLIB_o_turretsAA renamed to KPLIB_o_turrets_SAM for future changes. Scripts, functions and variables renamed from AA to SAM accordingly.
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Commits on Mar 17, 2023
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adds check and detect ACE Medical
Add: new variable "KPLIB_ace_med" for check ACE Medical is active. Change: some script change KPLIB_ace to KPLIB_ace_med because some ppl use ACE without Medical.
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Update fn_addActionsPlayer.sqf
check zeusCommander in to addAction
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Commits on Mar 18, 2023
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Fix: SAM not spawn. Fix: Dead object count stop at first delete.
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You can disable/enable this option from parameter. It's detect ACE Medical or Vanilla.
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Add: addArtyToSupport function
This check arty is on player side and assign to SupportModule. And unAssign if that is dead or no crew or player is crew. this feature is update for next change.
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Revert "remove unused maps from preset"
This reverts commit 944be1c.
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Commits on Mar 19, 2023
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Fix wound civ rescue complete if civ are deleted
Add: ACE FullHeal on rescue action that if ACE Medical is active. Fix: Wound civilian rescue feature completed (increase civrep) on if wound civilian is deleted. Add check civ is alive or not. because: script just require damage civ don't care civ is alive or not. =>Civ is killed: (damage _civ == 1, !alive _civ == true) =>Civ is deleted(before kill): (damage _civ == 0, !alive _civ == true) =>Civ rescued (healed): (damage _civ == 1, !alive _civ == false)
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it's will may be fix "hint not shown to _target" and "hint shown _calller is healed by _caller" bug... sorry not tested yet!
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Commits on Mar 21, 2023
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Commits on Mar 23, 2023
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adds avoid code for _customName is empty ""
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Commits on Mar 26, 2023
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Commits on Mar 29, 2023
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Fix KPLIB_fnc_setVehicleSeized are not works
Seriously this issue has been around since Apr 20, 2020? KillahPotatoes@ae426e5 This will fix this problem
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Commits on Apr 2, 2023
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Merge pull request #4 from Apricot-ale/apr-1.01
Add LAMBS_danger.fsm compatibility
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Commits on Apr 9, 2023
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Changes: Fixed a problem where the delay in processing heals increased with the number of target units Fixed an issue where the hint was sometimes incorrectly Faster and more efficient processing
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Update civrep_wounded_civs.sqf
Changes: Fixed a problem with injured citizens not appearing. Fixed a problem that caused all citizens to be treated even though they did not appear. Processing optimization
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Update fn_addArtyToSupport.sqf
Changes: Use eventhandlers to make processing fast and optimized.
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Commits on Apr 11, 2023
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Commits on Apr 15, 2023
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Update fn_addArtyToSupport.sqf
Changed: syntax error fix Added initial crew check Check the remaining alive crew members when the unit is killed or getout.
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Commits on Apr 16, 2023
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Update civrep_wounded_civs.sqf
Fix: Fixed problem with wounded civilian disappearing soon after spawning. Change _units_near count had wrong formula. Change the point at which sleep is implemented to the timing of exitwith. Changed the count to be 30 seconds earlier when there is no unit in the vicinity.
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Changed the calculation of the number of spawns for SAM to avoid over-spawning.
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Update KPLIB_transportConfigs.sqf
add MH47 (CUP) add MTRV (3CB) add SX2220/2316 (PLAAV) add JSDF overhaul vehicles add Japan 2035 vehicles add KRAZ (RHS) add ZIL131 (RHS) add V3S (CUP) add V3S (3CB)
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add KPLIB_seized variable to be set to the vehicle created to avoid unreasonable civilian vehicle commandeering penalties.
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Improved indentation, from Tab to Space.
Also removes unnecessary indentations and spaces
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Tab to Space Delete unwanted comments Improved exit handling on start exception to avoid infinite waitUntil Fixed typo in some comments
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Commits on Apr 19, 2023
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Building penalty correction when a building is added to an area after init_building is executed (that means if _penalty is has negative value, set penalty is zero) and adding compatibility with Improved Craters mod to the ignored buildings list. ("Land_ClutterCutter_large_F", "Land_ShellCrater_02_debris_F", "Land_DirtPatch_03_F")
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add KPLIB_seized/KPLIB_captured variable to be set to the vehicle created to avoid civilian/opfor vehicle penalties.
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Commits on Apr 27, 2023
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Perform calculation acceleration and optimization
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Correction of the behavior of information hints displayed at full heal and optimization of behavior at non-ACE Fixed to exec hints only for the real player.
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Update KP Fuel Consumption Systems
Added a parameter to allow disabling the KP Fuel Consumption System. Enabled by default. Changed parameter references in kp_fuel_consumption.sqf to use params. Increased stability due to privatization. Added syntax to avoid adding addEventHandler in init_client.sqf when not needed. I also try to avoid unnecessary addEventHandler when the permission system is turned off. Added setting for vehicles to be excluded from the system. This can protect some vehicles with extremely bad fuel consumption, vehicles with infinite fuel, special vehicles, etc. from this system. (For the time being, only gm bikes are added. I use this exclusion setting for HMCS mod.)
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Update fn_addArtyToSupport.sqf
Fixed an issue where mortar units would behave unexpectedly if they were a player
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ACE support fix for civrep wound civs
In the ACE environment, when the unit received damage, the damage became 0 and it was judged to have recovered, so this has been fixed. Also fixed an issue where the action menu was displayed and actions were possible even when civ is not alive.
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Commits on Apr 28, 2023
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Commits on May 10, 2023
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Adjusted some desired distances and added fallbacks From KillahPotatoes@fa7a0ea
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Fix incapacitated units being counted
Incapacitated units were counted as enemies, which lead to really long capture times when using ACE medical From: KillahPotatoes@e31bbea
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Use a newer and faster method of counting units From: KillahPotatoes@bd961bd
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kill_manager.sqf network optimisation
Reduce the amount of network traffic generated by kill_manager From: KillahPotatoes@64becc9
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Optimise kp_fuel_consumption.sqf
Reduce the instruction count inside the loop From: KillahPotatoes@41e1904
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Sector owner is now only checked once instead of three times From: KillahPotatoes@967819c
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Only search for the potato from AIR entities instead of all vehicles
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Optimise fn_getOpforFactor.sqf
Use new method of counting units From: KillahPotatoes@e860e5b
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Changed toLowerANSI to be done only once.
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Update add_defense_waypoints.sqf
Add timeouts to defense waypoints: Timeouts to defense waypoints so the AI isn't moving non-stop KillahPotatoes@bd29941 More sensible defense waypoints: Defense waypoints now have a more sensible yet variable randomisation that results in a medium distance patrol that moves in a rougly circular pattern KillahPotatoes@f27b13e
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Commits on Oct 14, 2023
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add new default template for init_buildings
For mod terrains... all include all ignored buildings.
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Change Wording for plane/heli slot
Change the wording so that it does not feel strange when assigning items other than tent hangers and helipads.
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Commits on Oct 21, 2023
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Friendly Fire Notification System
Prints whoever friendly fired an allied resistance fighter or civilian to the global chat. moistbois@fc641d1
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Change "Boat" to "Ship" for better activation
As "Ship" is the master class of all watercraft, we switched to make it more reliable with sector activation. Thanks to: moistbois@f4ad8bf
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Cinematic camera START BASE localize
change wording BEGIN OF OPERATION to OPERATION START POINT
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I forgot why I does that but it's looks better than currently version
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Commits on Oct 28, 2023
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add setvariable for prisonner check
add _informant setVariable ["KPLIB_prisonner_surrendered", true, true]; for check "unit is be captive or not"
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Commits on May 21, 2024
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* Add files via upload yulakia basefile * Add files via upload * Update README.md added Yulakia required downloads to readme
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Commits on Jun 8, 2024
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Commits on Jun 16, 2024
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add cross check for elite vehicle
Compare the elite vehicle list with the production list, and if a vehicle is in the elite vehicle list that is not in the production list, ignore it.
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publicVariable "reinforcements_sector_under_attack"
Added because in rare cases synchronization is not performed and the correct recognition is not performed. This is not good for improving performance, but it improves reliability.
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Added a script to redefine the factory name when it is changed in mission.sqm during an ongoing game or when the factory name is changed due to some problem.
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Update heal wound civilian things
Add Variable "KPLIB_isHealed" and move removeAllActions script from civrep_wounded_civs to crAddAceActions This will result in more reliable citizen healing behavior and reduce bugs when a citizen dies or vanishes while being healed.
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Fix Paratrooper movement after spawn and imperove performance with id…
…ent group name aka. revert my sit
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Revert "publicVariable "reinforcements_sector_under_attack""
This reverts commit dc24c11.
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Revert "Update heal wound civilian things"
This reverts commit 279fbb8.
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Commits on Jun 19, 2024
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Make "Arrow" appear yellow in the build menu
Adding "Sign_Arrow_F" to your build presets will make them available as labels for subcategories within the Build menu. example: KPLIB_b_vehLight = [ ["B_Truck_01_covered_F",100,0,100,""], ["Sign_Arrow_F",9999,9999,9999,"[=====MRAP=====]"], ["rhsusf_m1240a1_m2_uik_usarmy_wd",125,50,100,"MRAP M-ATV M1240 O-GPK M2"], ["Sign_Arrow_F",9999,9999,9999,"[=====Boats=====]"], ["B_Boat_Transport_01_F",50,0,50,""] ];
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Fix and improve the civilian informants task
It didn't work at all properly. Either way, nobody is going to do this mission in the first place. lol I tried this on a whim and I was able to notice the problem. I don't know what the original KP Liberation wanted, but I made it the same as prisoners. Now civilians join the group correctly when you press the CAPTURE message. If you CAPTURE and enter ESCORT mode, the map marker will be removed (no more searching around for something you can't find while someone is being transported) Even if you ZIP TIE in an ACE environment, you will enter ESCORT mode. This will help make "ESCORT" safer for civilians. Simplified redundant behavior to make it more performant. No more decreasing the remaining seconds when you are near civilians, even before entering ESCORT mode. It's too stressful to have them disappear right in front of your eyes. Civilians were Blufor after arriving at the base, but now they become Civilians. This is also the same behavior as prisoners.
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prisoners now support ACE Handcuffs
Fixed so that when a captive ACE prisoner is brought to an FOB, it is treated as if the prisoner has been retrieved. It's strange that this wasn't the case for a long time. Prisoners should be tied up. Also, if a tied up prisoner is released, they will immediately escape. If they can't find a sector to escape to, they will escape to the northeast. (Random is fine, but it's not worth the effort.)
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tied up civilians will join the closest player
Fixed civinfo_escort so that tied up civilians will join the closest player.
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Integration Alphabet MSPs and multi MSP
Integration From Moist-Liberation-APR. credit: moistbois (carlmylo, doxus)
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Integration FullHeal cooldown and Block
Integration From Moist-Liberation-APR. credit: moistbois (carlmylo, doxus)
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Integration Battle Group Spawning + AI
base: moistbois@14e2b43 with few tweak
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moistbois@bf71df4#diff-e2a6ce88e3a45c4735fa1372c5d86bff59b12cfd0360f82a22387b7c95b9cd0e Integrate by Moistbois (carlmylo) (big thanks) Only very slightly tweaked. Credits to UNIT_normal, here https://forums.bohemia.net/forums/topic/224041-release-vehicle-appearance-manager-gui/ . USAGE: - Place down Workbench (Land_Workbench_01_F) - Drive vehicle within 10 meters of said Workbench. - Scroll in the action menu down to "Modify Vehicle" - ???????? - Profit
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Import Edit getSectorRange to use different range for each sector type
Integration From Moist-Liberation-APR. credit: moistbois (doxus)
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Import Add Skip Time action on FOB
Integration From Moist-Liberation-APR. credit: moistbois (carlmylo)
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Import Lower min and max spawn ranges for opfor
moistbois@b676baa Credit: doxus (moistbois)
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Reduced squad purchase cost Increased income when recycling Changed alert reduction for secondary task "Outpost Rearm" from "10% reduction from current" to "-8 points reduction"
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I'm Lovin this work. (no, I hate this but it's need)
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5
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Commits on Jun 20, 2024
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Added backward compatibility for multi-MSP. You can now use either the string or array version of KPLIB_b_mobileRespawn. You can continue to use presets from last month. If "KPLIB_b_mobileRespawn" is a string, mobile respawn will not be abbreviated to MSP as before, but will use the stringtable characters. Changed the "Custom" preset to a sample that supports multi-MSP. Please use this as a reference. Changed the number of classes that can be specified for MSP from 3 to infinite. You can add more than 10 vehicles to MSP if necessary.
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- Add ACE field rations heal acex_field_rations_thirst and acex_field_rations_hunger reset - Change "units west" to "units KPLIB_side_player" for feature update (opfor version?)
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Improve FullHeal with parameters
Add parameters for disable/enable check nearby enemies. Add parameters for cool down timer time. Some stringtable are rewritten. Cooldown time now shown at hint message.
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Remove TWZ and Add Improve TimeSkip&ClearFog
Removed TWZ, which also contained unused functionality. Fixed time transition from 9:00 on the current day (including time rewind) to 9:00 on the next day. This was causing some scripts to wait longer. Time skip can now be disabled via parameters. When the time changes, the screen goes dark and a message appears saying "A few hours later...". Added stringtables for translation to various functions. The VAM stringtable packages been separated and Unnecessary comments have been deleted.
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Changed FullHeal to definitely appear under Tutorial and above HALO. TimeSkip/ClearFog has been moved under the FOB clearance action. TimeSkip/ClearFog can now be used anywhere in the FOB. There is no need to aim at buildings.
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Improve and Fix message on TimeSkip and Full Heal
Fix Full Heal cooldown timer not shown as min and shown as sec. Add Countdown for TimeSkip. Update dialog of TimeSkip, Message now line breaked.
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Balancing some civilian things
Increase civilian informant point Increase HumAid SecObj civrep gain
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Commits on Jun 21, 2024
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Merge pull request #12 from Apricot-ale/v0.96.8KP
Trying merge 0.96.8 at 2024Jun version v2
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Improve wounded civ animation system
Please don't escape from town civilian...
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Reduce civinfo spawn loop waiting time
TOO LONG FOR 1 MISSION... Who the f wait 1.5~2 hour for this mission????
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After removing a crate from storage, lockInventory is performed. object init is now change class name and ace check added.
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Commits on Jun 22, 2024
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Commits on Jun 23, 2024
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