Releases: Superxpdude/tmtm_template
XP Template 0.9.0
Update Notes
This update removes a number of deprecated systems from the template, including the XPTBriefings
system. It also provides support for TMTM's updated "Standard Medical" preset.
Changelog
- Updated the standard medical preset to enable fractures
- Corrected a bug with the ACE "clear trauma on bandage" setting
- Map markers in TvTs now consider the current group side instead of the starting side
- Optimized the map marker system to reduce multiplayer network traffic
- Removed the deprecated
XPTBriefings
system - Removed legacy references to XPT Stages
- Removed commented legacy code from a number of internal functions
XP Template 0.8.0
Update Notes
This update introduces some new quality-of-life improvements for mission makers and mission auditors to help speed up the mission making and auditing process a bit. The main changes of this update are:
XPT Loadouts export upgrades
The XPT_fnc_exportInventory
function has been upgraded to support exporting multiple unit inventories at the same time.
-
Called with no units defined:
[] call XPT_fnc_exportInventory
- When called from the 3DEN editor, the function will export loadouts for all playable units in the mission, and copy the results to your clipboard. To avoid errors however, this function will ignore any duplicate classnames in the playable units list.
To work around this, and ensure that you are exporting loadouts from the correct units, this function will export loadouts for the currently selected units if you have units selected when running the command. This can be used to ensure that you are exporting loadouts for a specific set of units if you have already placed all of your player units. - When called in a mission, the function will export the loadout only for the player unit.
- When called from the 3DEN editor, the function will export loadouts for all playable units in the mission, and copy the results to your clipboard. To avoid errors however, this function will ignore any duplicate classnames in the playable units list.
-
Called with units defined:
[unit1, unit2, ...] call XPT_fnc_exportInventory
- Regardless of if called in the 3DEN editor or in a mission, this will export loadouts only for the specific units passed to the command.
LIMITATION: Due to how the loadouts would be set up, when called from the 3DEN editor this function cannot detect custom loadout classes set through the unit's init field. You will need to export these loadouts individually, and change the loadout classname afterwards.
Audit Function
A new function [] call XPT_fnc_audit
has been added to the template. When called from the 3DEN editor's debug console, this function will automatically check certain aspects of a mission to ensure that it conforms with TMTM's mission requirements. Keep in mind that this function doesn't catch everything, but if it does detect any errors, it means that the mission does not meet audit requirements, and changes will need to be made.
This function will report detected issues as either "warnings" or "errors".
- Warnings are used for issues that don't explicitly result in an audit failure, but may require further investigation from an auditor. Some examples are:
- Loadouts having little to no medical supplies
- Units of the same type having different equipment (when XPTLoadouts is disabled)
- "ACE Fatal Injuries" being disabled (requires that the mission has rapid reinsertion, but that can't be checked automatically)
- Errors are used for explicit issues that prevent a mission from passing an audit. Some examples are:
- Mission overwrites "protected" CBA settings.
- Invalid medical settings
- Loadout classes missing for playable units (when XPTLoadouts is enabled)
This function will print results both to the in-game systemchat, as well as the game's log. If there are too many issues to display in systemChat at once, the log can be checked to view the full results.
Experimental JIP Teleport function
Courtesy of @blah2355, the template now has the ability for JIP's to automatically teleport to their squad on join instead of having to ping a zeus or moderator for a teleport. This is automatically triggered when a player joins the mission after mission start, and will prompt the player to use an action that will teleport them to their squad.
To disable this function, the define XPT_DEFINE_JIPTELEPORT 0
can be set in description.ext
.
Removal of XPTVehicleSetup
The old config-based vehicle setup method has been removed from the template. Since 0.7.1, the template has had a new function XPT_fnc_vehicleRespawn
that automatically handles setting up vehicles on respawn to match their setup at the start of the mission. This function should be used for any basic vehicle setups (inventory, camo, datalink, pylons, etc.).
More advanced vehicle setups should be done by external scripted functions, which don't have the same restrictions that XPTVehicleSetup
did.
Changelog
- Added the
XPT_fnc_audit
automated audit function. Called from the 3DEN editor's debug console. - Expanded
XPT_fnc_exportInventory
to support exporting multiple unit loadouts. Can now be called in the 3DEN editor. - Added the experimental JIP teleport function. Automatically activates when a player JIP's into a mission.
briefing.sqf
is now enabled by default ininitPlayerLocal.sqf
.- Added examples for side-restricted and zeus-restricted briefings to
briefing.sqf
. - Certain CBA lobby parameters now have a default value of "Server Default" which does not set the specified variables on mission start (relies on the server-set value instead)
- The template now displays a notification if you are running a "development" version. To fix, download the template from the "releases" page on github.
- The
loadout
object variable to overrideXPTLoadouts
classes has been renamed toXPT_loadout
. The template will continue to read the old variable for the foreseeable future to maintain backwards compatibility. - Fixed an issue (hopefully) with some of the "FPS Markers" getting stuck on "Setup".
- Fixed an issue where loadout errors would be reported as warnings instead of errors.
- Fixed a missing semicolon.
XP Template 0.7.1
Update Notes
This update requires that a manual change be made to your mission to get full functionality out of the update. Please see the following list if you are upgrading from 0.7.0 or earlier.
- Copy the
XPTCuratorLoadouts.hpp
from theconfig
folder into your mission's config folder. - At the bottom of your
description.ext
file, replace theCfgXPT
class with the following:
class CfgXPT
{
#include "config\XPTBriefings.hpp"
#include "config\XPTItemCargos.hpp"
#include "config\XPTLoadoutGroups.hpp"
#include "config\XPTLoadouts.hpp"
#include "config\XPTVehicleSetup.hpp"
#include "config\XPTCuratorLoadouts.hpp"
};
While these changes are not a strict requirement, you must perform them if you wish to use the new "Curator Loadouts" feature.
Changelog
- Added a new TMTM shoulder insignia that looks like a proper shoulder patch. Credit to Trenchgun for the image.
- Added a new "Curator Loadouts" feature. Unit classnames defined in
XPTCuratorLoadouts.hpp
will now automatically have loadouts applied when spawned by a curator module (must be enabled indescription.ext
) - Added an automated vehicle respawn setup system. Adding
_this call XPT_fnc_vehicleRespawn
into the "Expression" field of a vehicle respawn module will now automatically reconfigure the vehicle upon respawn, preserving animation states, textures, inventory, pylons, and datalink status. (This is still a preliminary version, please report any issues with the system) XPT_fnc_exportInventory
now uses a readable name for assets from the "Art of War" DLC- The FPS Markers system should now be less reliant on exact unit names
- Fixed an issue where the "NVG Removal" function would run for all zeus placed units whether it was enabled in the mission or not
XP Template 0.7.0
Update Notes
This update requires some manual changes to be made to your mission to avoid errors. Please see the following list if you are upgrading from 0.6.x or earlier.
- Copy the
CfgDebriefingSections.hpp
andXPTLoadoutGroups.hpp
files from theconfig
folder into your mission's config folder. - Add the following lines to the bottom of your
description.ext
file.
//-------------------- Debriefing Sections
class CfgDebriefingSections {
#include "template\config\CfgDebriefingSections.hpp"
#include "config\CfgDebriefingSections.hpp"
};
- At the bottom of your
description.ext
file, replace theCfgXPT
class with the following:
class CfgXPT
{
#include "config\XPTBriefings.hpp"
#include "config\XPTItemCargos.hpp"
#include "config\XPTLoadoutGroups.hpp"
#include "config\XPTLoadouts.hpp"
#include "config\XPTVehicleSetup.hpp"
};
These changes must be made while updating the template in your mission or you will run into errors.
Changelog
- Exported loadouts now have a comment at the top that lists any required DLC for that loadout.
- Overhauled the radio setup scripts. Includes the following changes:
- Supports players having multiple short range radios.
- Supports units or groups having specific frequencies defined for short range radios.
- Supports units or groups having alternate channels preset from the editor.
- Added a function to create radio markers on the map. Requires a "empty" marker named
"xpt_radioMarker_start"
to be placed on the map.- This pulls information from the radio channel set on the group, as well as any frequency overrides configured on the group.
- The squad map markers can now have their marker type changed by a variable set on the group.
- Added a "Safe Start System". Still somewhat untested, requires specific mission support (do NOT turn this on unless your mission is set up for it. Players will be unable to fire their weapons if you do so).
- Added a new RespawnTemplate that should allow for the full EG Spectator interface to be used alongside the
MenuPosition
template. - Added config files for the
CfgDebriefingSections
class, the ACEX Kill Tracker is now present by default. - Fixes an issue where uniform insignia textures could end up being applied to the wrong uniform texture.
- Removed the remainder of the old "zeus unit" system that was intended to be used with ACRE. Using this system will now display an error message informing everyone that the unit will no longer have zeus access if configured this way.
- Removed
XPT_fnc_updateTask
and the associated config file. This has been unmaintained for a while, and never really saw any use. - Removed the "stages" system. The only part which ever saw use was the loadout portion, which has been modified and preserved as "Loadout Groups".
XP Template 0.6.1
Changelog
- Added support for partial loadout randomizastion for the uniform, vest, headgear, facewear, and backpack slots. To enable, define a one of those values as an array instead of a string.
- Rewrote part of the radio setup script to reduce the likelyhood of errors.
- Adds support to XPTLoadouts for weapons that are placed in backpacks, vests, or uniforms.
XP Template 0.6.0
Changelog
- Removes ACRE support, and replaces it with TFAR support
- Adds
MagazineWell
support toXPT_fnc_loadInventoryLegacy
XP Template 0.5.5.1
Changelog
- Fixes an issue where a script error would be thrown if a loadout does not have binoculars.
- Players will now be set to ACRE Spectator immediately upon death.
XP Template 0.5.5
Changelog
- Updated the medical level lobby parameter to support the ACE 3.13.1 update (which changed how wound reopening/stitching is defined).
- Overloaded inventories are now reported upon player spawn. This occurs if a unit's uniform, vest, or backpack has exceeded its storage capacity in the loadout definition.
- The headless client FPS markers now properly switch to "Disconnected" if a headless client disconnects mid-mission.
- Increased the default cardiac arrest timer from 120 seconds to 180 seconds.
- Fixed an issue where in TvT missions, group markers for the enemy team would be visible for dead players.
- The loadout system now automatically provides laser designator batteries if a laser designator is present in the "Binocular" slot in the loadout.
Licensing
The XP Template is now licensed under the Arma Public License - Share Alike. This means that any missions created using this version (or future versions) of the template, or any deriviatives of the template, must adhere to the same license.
What this means is that anyone is free to use the template, modify it, or share it, as long as they preserve existing attributions, and retain the same license.
XP Template 0.5.4
Fixes an issue where player inventories in a "stage" would not get loaded.
The group map markers now support sides changing friendliness mid-mission.
Adds a "wave" respawn template. To use, add XPT_wave
as a respawn template in description.ext. This template uses respawnDelay
as the wave timer (i.e. the max time someone can be dead). The wave timer starts looping once the first player dies.
XP Template 0.5.3
Updates the lobby parameters to support the new ACE medical rewrite.
The following description.ext defines have been updated:
XPT_ACE3_PLAYERDAMAGETHRESHOLD
values need to be multiplied by 100 when written (default is now 100)XPT_ACE3_AIDAMAGETHRESHOLD
values need to be multiplied by 100 when written (default is now 100)XPT_ACE3_MEDICALLEVEL
is now a range from 0 to 2. 0 is Standard, 1 is Realistic, 2 is Custom.
The following description.ext defines have been added:
XPT_ACE3_CARDARREST_TIMER
. Default value is 120.XPT_ACE3_FATALDAMAGESOURCE
. Default value is 0.XPT_ACE3_PLAYERFATAL_COOP
. Default value is 1.XPT_ACE3_PLAYERFATAL_PVP
. Default value is 0.
The following description.ext defines have been removed:
XPT_ACE3_REVIVE_TIMER
XPT_ACE3_PREVENTINSTANTDEATH_COOP
XPT_ACE3_REVIVE_COOP
XPT_ACE3_PREVENTINSTANTDEATH_PVP
XPT_ACE3_REVIVE_PVP