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Releases: JakBaranowski/ground-branch-game-modes

1032 Bug fixes and improvements

29 Jan 17:12
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Installation and how to play guides

Bug fixes

  • Bump .kit version to 10 (thanks @Bob-AT)
  • Fix .kits with Magnifiers (thanks @Bob-AT)
  • Fixed HVT AI settings on Compund so they don't run away so much
  • Updated RespawnLaptops on Compound Kill Confirmed
  • Added missing respawn related localizations
  • Removed redundant code
  • Updated Kill Confirmed on Run Down

Improvements

  • Migrated to proper way of checking if setting changed

Packages

  • All - contains Kill Confirmed, Break Out and Break Through as well as localization files.
  • Kill Confirmed - contains Kill Confirmed game mode and it's localization file.
  • Break Out - contains Break Out game mode and it's localization file.
  • Break Through - contains Break Through game mode and it's localization file.
  • Localization - contains localization files for both Kill Confirmed and Break Out.

Compounded update

22 Dec 17:17
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Installation and how to play guides

This updates (finally) introduces Kill Confirmed on Compound map. This mission comes in two variants default - offering more variations - and Ace of Spades - focusing on the main compound part of the map.

Additionally, with this update all game modes support Ground Branch scoring. This means that after a round is finished you can see how well you and your team did.

All game modes still have the respawn cost setting that allow for playing with free or too-expensive-to-ever-be-viable setting. However, now only team score - gained by completing objectives - can be used for respawn. This means that if you play with score based respawns your team mates will only be able to join you once you do some "real work".

Missions

  • KillConfirmed is now available on Compound (2 variants)

Gameplay

  • Added support for Ground Branch player and team scoring to:
    • Kill Confirmed,
    • Break Out, and
    • Break Through
  • Now only team score can be used for respawns (0 cost respawns option is still available)

Settings

  • Marked advanced settings

Loadouts

  • Added MidEas loadouts
  • Added EurAsi universal loadouts (old loadouts will be removed later)

Misc

  • Game modes now have a failsafe for when there are too little AISpawnPoints in mission
  • Updated game mode manifests
  • Updated Break Out default loadout for 1032
  • Removed the unnecessary secondary objective from KC

Packages

  • All - contains Kill Confirmed, Break Out and Break Through as well as localization files.
  • Kill Confirmed - contains Kill Confirmed game mode and it's localization file.
  • Break Out - contains Break Out game mode and it's localization file.
  • Break Through - contains Break Through game mode and it's localization file.
  • Localization - contains localization files for both Kill Confirmed and Break Out.

Updated for 1032 (CTE)

12 Dec 18:33
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Hotfix 13.12.2021 - updated game mode manifests with references to missing files and game modes.

This updated focuses on making the game modes work in 1032.

Moreover this release has a new game mode - Break Through - a spin on Break Out that tasks players with traversing a hostile area, instead of escaping from a central position.

I'm starting to use a new versioning scheme - GBVersion.MajorVersion.MinorVersion. GBVersion is the version number of Ground Branch supported in the release. I'll try to update MajorVersion when a new game mode or a new feature is added, and minor version for small adjustments and fixes.

This update does not implement the new fancy features offered in 1032 (like team and player scores for example), but I will work on adding those soon.

1032 adjustments

  • Updated AI loadouts
  • Updated existing missions
  • Minor changes in objectives code

New game mode

  • Break Through - a spin on BreakOut where the objective is to traverse the map

New missions

  • Added Kill Confirmed on 747
  • Break Through on City (using old Break Out City mission)

Minor changes

  • Added game mode descriptions
  • Removed the unnecessary secondary objective from Kill Confirmed
  • Removed the recommeded loadout message from Break Out
  • Insertion Point in Break Out on City moved to a more central position

Packages

  • All - contains Kill Confirmed, Break Out and Break Through as well as localization files.
  • Kill Confirmed - contains Kill Confirmed game mode and it's localization file.
  • Break Out - contains Break Out game mode and it's localization file.
  • Break Through - contains Break Through game mode and it's localization file.
  • Localization - contains localization files for both Kill Confirmed and Break Out.

Hotfixes

  • 13.12.2021 - updated game mode manifests with references to missing files (thansk again @Bob-AT).
  • Added @Bob-AT to kudos section.

Score a respawn update!

10 Sep 05:57
fed1d72
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Installation and how to play guides

Introduced a score based respawn system. Actions performed by the players will increase team score, which then can be spent by the players to respawn. The respawn cost can be set in mission settings. The new respawn system took place of the previous infinte and none respawn systems. However, both settings can be achieved by either setting respawn cost to 0 - for infinte respawns - or 10000 - for almost not achievable respawn.

Since the UI got pretty busy, I've added game mode settings that allow to control what types of messages and prompts are displayed for players.

Last but not least, added a new mission for Kill Confirmed - Run Down!

Changelog

Gameplay

  • Added team score system - player team will now gain score by performing actions.
  • Added score based respawn system - team score can be spent by players to respawn.
  • Infinte respawns can be achieved by setting the respawn cost to minimum value of 0.
  • None respawns can be achieved by setting the respawn cost to maximum value of 10000.
  • Added a Respawn Laptop to Ready Rooms to allow players to respawn after they leave the 'Out of Action' death screen. Hopefully this is a temporary solution.
  • Added 'Recommended loadout' message to Break Out when entering ready room.
  • Added 'Respawns availble' message on player death.
  • Added game mode setting for respawn cost.
  • Added game mode settings for controling what type of messages and prompts will be display.
  • Removed the OpFor spawn method game modes setting form opsboard.
  • Now, each game mode uses a unique mix of pOpFor spawn methods that best suits it's style.

Missions

  • Kill Confirmed is now availble on Run Down

Code refactor

  • Moved existing common functions into modules based on their functionality.
  • Moved reused code from game modes into separate modules. Now each objective, spawn method, etc., has it's own reusable module.
  • Created Game Message and World Prompt brokers that can be used to display world prompts and game messages to players.
  • Added missing docstrings to all common functions.
  • Added 'Mod' prefix to all module requires.
  • Changed names of objective modules for consistency.
  • New Teams module holds team info - all, alive, dead players and team score - and provides functions for score based respawn.
  • Implemented teams class in existing scripts.
  • Simplified exfiltration logic and maintenance.
  • Added missing and removed redundant functions in TemplateAll.
  • Added method for checking if actor has tag starting with prefix to Actors module.
  • Added closest member as second return value of GetShortestDistanceSqWithinGroup and GetShortestDistanceWithinGroup.

Bugfixes

  • Fixed a bug where 'Neutralize HVTs' objective would not complete.
  • Fixed some typos in scripts.
  • Fixed AI loadouts on RunDown.
  • Fixed bug preventing AI from spawning in RunDown basement

Localization

  • Added localization strings for all the new stuff.

Other

  • Updated game mode manifests* to use globing, and a simple dependency system. Makes my life a lot easier.
  • Added WIP Navigation modules that can be used to attempt to find a route from point A to point B. The point of these modules is to guess routes players can take, so that obstacles can be setup on the way.
  • Started using distance squared, instead of distance, when comparing distances to increase performance.
  • Added functions for simple operations on vectors.
  • Added descriptions at start of each game mode lua script.

Packages

  • All - contains both Kill Confirmed and Break Out as well as localization files.
  • Kill Confirmed - contains Kill Confirmed game mode and it's localization file.
  • Break Out - contains Break Out game mode and it's localization file.
  • Localization - contains localization files for both Kill Confirmed and Break Out.

Score a respawn (pre-release)

05 Sep 15:07
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Pre-release

Installation and how to play guides

Big feature of this release is a proof of concept of a score based respawn system.

If you encounter bugs while playing any of the game modes, please let me know.

Introduced a score based respawn method. It took place of the previous infinte and none respawn options. Actions performed by the players will increase team score, which then can be spent by the players to respawn. The respawn cost can be set in mission settings. The Infinite and Zero respawn options has been removed for this release, as keeping all three options made the logic really flakey. I will work on re-adding both Infinite and Zero respawns options in the future, if I figure out how to make them play nicely with each other and the score based system.

Also, since the UI got pretty busy, I've added mission settings that allow to control what types of messages and prompts the players will see.

Last but not least, added a new mission - Run Down - for Kill Confirmed.

For more details read the changelog below.

Gameplay

  • Added score based respawn system. Player team will now gain score by performing actions. This score can be later spent by players to respawn.
  • Removed the Infite or Zero respawns options. Both options will hopefully come back in the future.
  • Added a Respawn Laptop to Ready Rooms to allow players to respawn after they leave the 'Out of Action' death screen. Hopefully this is a temporary solution.
  • Added 'Recommended loadout' message to Break Out when entering ready room.
  • Added options for controling what type of messages and prompts will be display.

New mission!

  • Kill Confirmed is now availble on Run Down

More code refactor

  • Added 'Mod' prefix to all module requires.
  • Changed names of objective modules for consistency.
  • New Teams module holds team info - all, alive, dead players team score - and provides functions for score based respawn.
  • Implemented teams class in existing scripts.
  • Simplified exfiltration logic and maintenance.
  • Added missing function to TemplateAll.
  • Added method for checking if actor has tag starting with prefix to Actors module.
  • Added closest member as second return value of GetShortestDistanceSqWithinGroup and GetShortestDistanceWithinGroup.
  • Updated naming of some of the teams module functions.
  • Updated game mode manifests.
  • Added descriptions at start of each game mode lua script.

Maintenance

  • Updated game mode manifests to use globing, and a simple dependency system. Makes my life a lot easier.

Localization

  • Added localization strings for all the new stuff.

Packages availble

  • All - contains both Kill Confirmed and Break Out as well as localization files.
  • Kill Confirmed - contains Kill Confirmed game mode and it's localization file.
  • Break Out - contains Break Out game mode and it's localization file.
  • Localization - contains localization files for both Kill Confirmed and Break Out. Recommended if you want to join servers playing, but will not host yourself.

Half way there!

14 Aug 06:12
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Half way there! Pre-release
Pre-release

Installation and how to play guides

Main goal of this release is the code refactor. Before both game modes used simillar, or even identical code, which lead to a lot of headaches when introducing improvements or fixing bugs. With this update all common code have been moved to separate modules that are imported and used in game mode scripts. This allow for a lot easier usage and maintenance of the code, as well as making the game mode scripts smaller and simpler. Moreover, this does allow anyone interested to easily take these modules and reuse them in their own game modes.

Code refactor:

  • Moved existing common functions into modules based on their functionality.
  • Moved reused code from game modes into separate modules. Now each objective, spawn method, etc., has it's own reusable module.
  • Created Game Message and World Prompt brokers that can be used to display world prompts and game messages to players.
  • Added missing docstrings to all common functions.

Gameplay:

  • Removed the OpForSpawnMethod option form opsboard. Now, each game mode uses a unique mix of OpFor spawn methods that best suits it's style.
  • Added AllowRespawns option to opsboard. You can now choose whether or not the game mode should allow players to respawn. For now it is only possible to allow unlimited respawns, or not allow any at all.

Bugfixes:

  • Fixed a bug where neutralize HVTs objective would not complete.
  • Fixed typos in scripts.
  • Fixed AI loadouts on RunDown.
  • Fixed bug preventing AI from spawning in RunDown basement

Other:

  • Added WIP Navigation modules that can be used to attempt to find a route from point A to point B. The point of these modules is to guess routes players can take, so that obstacles can be setup on the way.
  • Started using distance squared, instead of distance, when comparing distances to increase performance.
  • Added functions for simple operations on vectors.

Packages availble

  • All - contains both Kill Confirmed and Break Out as well as localization files.
  • Kill Confirmed - contains Kill Confirmed game mode and it's localization file.
  • Break Out - contains Break Out game mode and it's localization file.
  • Localization - contains localization files for both Kill Confirmed and Break Out.

Devil's Spawn update hotfix

26 Jul 05:19
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Hotfix

This hotfix resolves issue with priority spawns on Small Town. Below is the full changelog of the Devil's Spawn (v0.2.0) update.

NEW Spawn System!

The aim of the new spawn system is to offer longer periods of silence and uncertainty, and more intense moments when the silence gets broken.

How' you spawnin'?

All of the spawn methods listed below can be selected in the in-game operation board menu.

  • Groups - this is the "recommended" spawn method. The enemies will be spawned in groups creating longer silences and bigger booms.
  • Priority - priority based spawn system has been left (more or less) intact. This option offers even distribiution of enemies on the map.
  • Random - On top of all that a totally random spawn selection system was also added. This option offers most surprises.

Bad intel

Opposing Force count is no longer specified as a number, instead 5 presets are availble. The preset setting, as well as player count, will be taken into account when calculating final AI count.

Better gear

Opposing Force got an equipment drop, and now is runnng around with fancier weapons. Check them out in game!

New missions

Break Out

Break out is now availble on:

  • [New] City (feel the Heat),
  • Run Down,
  • Tanker.

Kill Confirmed

Kill Confirmed is now availble on:

  • [New] Small Town ,
  • [New] Tanker,
  • Creek,
  • City.

Fixes and improvements

  • Moved displayed game messages to a more appropriate place.
  • Simplified exfil logic.
  • Added many functions for selecting spawn points based on distance.
  • Significantly cleaned game mode scripts. There's still more cleaning to do though.

Packages availble

  • All - contains both Kill Confirmed and Break Out as well as localization files.
  • Kill Confirmed - contains Kill Confirmed game mode and it's localization file.
  • Break Out - contains Break Out game mode and it's localization file.
  • Localization - contains localization files for both Kill Confirmed and Break Out.

Devil's Spawn update

24 Jul 05:48
fe46053
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NEW Spawn System!

The aim of the new spawn system is to offer longer periods of silence and uncertainty, and more intense moments when the silence gets broken.

How' you spawnin'?

All of the spawn methods listed below can be selected in the in-game operation board menu.

  • Groups - this is the "recommended" spawn method. The enemies will be spawned in groups creating longer silences and bigger booms.
  • Priority - priority based spawn system has been left (more or less) intact. This option offers even distribiution of enemies on the map.
  • Random - On top of all that a totally random spawn selection system was also added. This option offers most surprises.

Bad intel

Opposing Force count is no longer specified as a number, instead 5 presets are availble. The preset setting, as well as player count, will be taken into account when calculating final AI count.

Better gear

Opposing Force got an equipment drop, and now is runnng around with fancier weapons. Check them out in game!

New missions

Break Out

Break out is now availble on:

  • [New] City (feel the Heat),
  • Run Down,
  • Tanker.

Kill Confirmed

Kill Confirmed is now availble on:

  • [New] Small Town ,
  • [New] Tanker,
  • Creek,
  • City.

Fixes and improvements

  • Moved displayed game messages to a more appropriate place.
  • Simplified exfil logic.
  • Added many functions for selecting spawn points based on distance.
  • Significantly cleaned game mode scripts. There's still more cleaning to do though.

Packages availble

  • All - contains both Kill Confirmed and Break Out as well as localization files.
  • Kill Confirmed - contains Kill Confirmed game mode and it's localization file.
  • Break Out - contains Kill Confirmed game mode and it's localization file.
  • Localization - contains localization files for both Kill Confirmed and Break Out.