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Releases: fparma/fparma-coop-template

v.5.2.0

20 Feb 19:57
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  • use ace arsenal in action menu
  • removed call to trackkills, on by default
  • fixed safezone trigger for remote controlled units

v5.1.0

21 Dec 19:15
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  • Move params to CBA settings

5.0.2

06 Nov 21:14
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#12

  • Remove not used config
  • Auto add objects to zeus
  • Fix safezone to include when player inside vehicle

5.0.1

31 Oct 23:57
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Fix viewdistance

5.0.0

31 Oct 23:12
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Moved alot of scripts into addons instead of the template for size optimization.
Note that some parameters may have changed for functions.
This changelog also covers changes in fparma-mods

Important

Old template missions still works, BUT you should edit \fp\functions\fn_spectate.sqf do only contain
_this call fpa_common_fnc_spectate; to mitigate an ACE bug

Most settings are now done in config_mission.hpp

Changed / Move

  • Re-added briefing.sqf

Below functions were moved into addons

  • FP_fnc_cache -> fpa_ai_fnc_cache
  • FP_fnc_unCache -> fpa_ai_fnc_unCache
  • FP_fnc_disableWeapons -> fpa_common_fnc_disableWeapons
  • FP_fnc_spectate -> fpa_common_fnc_spectate
  • FP_jrm_fnc_forceRespawn -> fpa_jrm_fnc_forceRespawn
  • FP_jrm_fnc_init -> fpa_jrm_fnc_init

New

  • fpa_common_fnc_vehicleName - draws a 3d text on a vehicle for easier identification

  • fpa_common_fnc_strategicMapOpen - a small edit of BI strategic map to allow for zooming.

  • fpa_common_fnc_respawnMenu - create BIS strategic map with available respawn points as destinations. Can be passed custom locations, see strategicMapOpen

  • fpa_common_fnc_safeZone - A wrapper for disable weapons that displays a hint. E.g for use in combination with triggers (example in template).

  • fpa_common_fnc_lowerPlayerWeapon - Lowers the (local) player's weapon. More accurate than before and more checks.

  • fpa_common_fnc_endMissionServer - a better alternative to BIS functions. Allows multiple endings and will post statistics on briefing screen, if fpa_common_fnc_trackKills was called for the server (default done in template)

  • fpa_common_fnc_trackKills - Used in conjunction with fpa_common_fnc_endMissionServer on mission start

  • fpa_common_fnc_translateSide - translated given side to string variant

  • fpa_common_fnc_validateMission - Validates a mission respawns, unit descriptions and group callsigns. Used in combination with the template, as it requires the mission.sqm passed in as a config

  • Added admin commands

  • Added more default missionendings
    Completed, Ended, BluforDead, OpforDead, IndepDead, CivDead, TimeLimit, AdminEnd

Removed

  • AI Garrison (replaced by ACE)

4.2.0

04 Jan 21:41
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Various small fixes
Tidy up and rewrote copyAllGear

FPARMA Coop Template 4.1.0

04 Oct 20:55
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Minor fixes and removal of deprecated ACE functions

FPARMA Coop Template 4.0.0

18 Apr 17:00
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  • Cleaned up a lot, removed old functions and scripts. Moved stuff into a scripts folder that can be deleted if not used
  • Ares scripts will be put into a pbo, exception being for handling respawns
  • Rewrote gear functions etc, arsenal can now be used to generate these

FPARMA Coop Template 3.2.0

14 Jan 22:20
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  • Removed all spawn functions in \xtra
  • Added some Ares utilities
  • Added "camera man" script
  • Added some basic AI functions (patrol, defend, garrison), also available in Ares
  • Added Ares respawn utilities when using built-in JIP / respawn manager (JRM)
  • All units are now muted by default. AI giving orders way too buggy and seems to stack.
  • IED uses playSound3d
  • Fixed ACE markers logging in briefing
  • Fixed JRM undefined variable
  • Other minor fixes and restructure

Change Log

v3.2.0 (2016/01/14 22:18 +00:00)

FPARMA Coop Template 3.1.0

10 Dec 22:28
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New

  • Two loadouts, M90 + G3s, Divers + MP5 (uniforms). From previous missions
  • New function: FP_fnc_isValidPos
  • New function: FP_fnc_spectate
  • New function: FP_JRM_fnc_getSpectators
  • New scripts for game masters running @Ares
    • Create IED (proximity)
    • Force eject vehicle cargo
    • Respawn spectators (dead players) at pos
    • Respawn spectators (dead players) inside vehicle cargo

Changes

  • Added back cold start, now blocks firing completely, edit in config.sqf
  • Moved JRM into \base
  • Improved hack laptop script to use ACE, removed the dialogs for it.
  • Assign color teams automatically if > 3 players in group
  • Added remain collector settings
  • Use some ace functions
  • General clean up