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kp-cratefiller's Issues

Vanilla Preset

// Defines the available crates
KPCF_crates = [
    call compile preprocessFileLineNumbers 'KPCF\presets\crates_vanilla.sqf';
];

// Defines the available weapons
KPCF_weapons = [
    call compile preprocessFileLineNumbers 'KPCF\presets\weapons_vanilla.sqf';
];

// Defines the available grenades
KPCF_grenades = [
    call compile preprocessFileLineNumbers 'KPCF\presets\grenades_vanilla.sqf';
];

// Defines the available explosives
KPCF_explosives = [
    call compile preprocessFileLineNumbers 'KPCF\presets\explosives_vanilla.sqf';
];

// Defines the available items
KPCF_items = [
    call compile preprocessFileLineNumbers 'KPCF\presets\items_vanilla.sqf';
];

KPCF: v1.0.1

Hotfix version to eliminate some bugs and other stuff.

Script error removing item in crate [v1.2.0]

Steps to reproduce

  1. Request crate and select it
  2. Select any item and add it to crate
  3. Select second item and add it to crate
    image
  4. Select bottom item in list (packing bandage in this case) and remove all of them from crate
  5. Observe script error
17:24:01 Error in expression <Path;
private _name = (getText (_config >> "displayName"));
private _picture = (>
17:24:01   Error position: <>> "displayName"));
private _picture = (>
17:24:01   Error >>: Type String, expected Config entry
17:24:01 File C:\PATH\mpmissions\Other\[16aaTST]Cratefiller_Dev.Altis\KP\KPCF\fnc\fn_cratefiller_removeEquipment.sqf..., line 73

KPCF: Bug with garbage on the ground

Someone found a bug, where garbage on the ground kills the function which returns the near storages, consequently no storage can be selected anymore.

KPCF: Generated item lists with blacklist

There will be an option where you can set if you want the item lists to be filled manually or if you want them to be generated.
If possible there will be a restriction of the mods you want to use for the list generation.

Blacklisted items are not blacklisted in attachments and magazines

Bug report

Basic Information

KPCF Version: 1.1.0

Individual Things

Did you edit anything within the script files?
Yes

If yes, what did you edit exactly?
Added it to our Liberation version for our wednesday sessions.
Moved the config in the KPCF folder and adjusted the paths accordingly.
Also changed the config values for the KPCF base classname and disabled crate spawning.

Short Issue Description

When selecting a weapon and then magazine or attachments as sub-category, it'll display also items which are blacklisted in the config.

Expected Behaviour

The blacklist should apply for every kind of category/sub-category.

Steps to Reproduce the Issue

  • Add in the blacklist as example the "optic_nightstalker"
  • Start the mission and go to your KPCF Base Object
  • Open Dialog
  • Select any weapon which would be compatible with the Nightstalker optic
  • As sub-category select attachments
  • In the list you'll see the optic, even if it's inside the blacklist

Screenshots, Serverlog or any other helpful Information

Was quite easy to solve on my end, but I wanted to report it.
https://github.com/KillahPotatoes/dubjunks-scripts/blob/master/KP-Cratefiller/KPCF/fnc/fn_createSubList.sqf#L49
Adding before the sorting:

_magazines = _magazines - KPCF_blacklistedItems;

https://github.com/KillahPotatoes/dubjunks-scripts/blob/master/KP-Cratefiller/KPCF/fnc/fn_createSubList.sqf#L66
Adding before the sorting:

_attachments = _attachments - KPCF_blacklistedItems;

KPCF: Export / Import function

The next version will get an import and export function, so that the player can save the loadout of an inventory und import it into another inventory.

Alphabetical sort order

Suggestion/Feature request

Is your feature request related to a problem? Please describe:

Basically yes.
It's currently not very comfortable to select weapons etc. as they're not sorted alphabetically but sorted in the order of the classnames in the config file.

Describe the solution you'd like:

A sorted list in each dropdown menu. We already had a small chat in discord about possible solutions and I'm confident that it's very easy for you to implement.

Additional context:

Nothing

integration in liberation framework

i 've followed the instruction to insert this tools in a simple mission ... i'm going to insert this one in a liberation mission but i don't know how i merge the .xml file with the liberation's one.. could you tell me how can i make or could you insert in next liberation's release?

Hide "spawn crate" in dialog

Suggestion/Feature request

Is your feature request related to a problem? Please describe:

In our current implementation we don't have crates which can be spawned by KPCF, as we build our crates via the Liberation build menu and use KPCF only for the "put something in inventories which are near the KPCF spawn point" functionality.
So we've in our config file of KPCF:

// Defines the available crates
KPCF_crates = [];

During our last session the players seemed sometimes confused by the empty "spawn crate" dropdown and asked for the purpose of this dropdown.

Describe the solution you'd like:

If the above array is empty the whole "spawn/store crate" buttons and the connected dropdown could be hidden. So there is just the "select inventory" dropdown for the nearby objects.

Additional context:

Maybe it could be also be implemented to have a simple "canSpawnCrates" or similar bool variable, which enables/disables this functionality. That way you don't have to check if the array is empty.

Adding items by selecting content in crate

Suggestion/Feature request

Is your feature request related to a problem? Please describe:

Imagine you pack a crate with some ammo from different weapons or let your squad mates put one magazine of their weapon in a crate, so you can see what they need.
Now you open the cratefiller, select the crate and also see the content with the different magazines. But sadly you can't click on something in the content list and add more items, you have to search the weapon to each magazine and add them from the left selection menu.

Describe the solution you'd like:

It would be more user friendly if the "item adding" recognize if you've selected something in the left or in the right list and use this selection as reference for adding something to the crate. So basically that you can't just remove something, but also add something when selecting something in the content list of the crate.

Additional context:

Nothing

Squad/Player overview

Suggestion/Feature request

Is your feature request related to a problem? Please describe:

Not exactly a problem, but an enhancement concerning usability.
Mostly you've players which all have different weapons and so you would need to ask everyone which weapon he/she has to collect a realiable list for your logistic guys. This is very time consuming and mistakes/misunderstandings are common.

Describe the solution you'd like:

Maybe something like a small outliner on the right or left which lists all players or groups with players.
After clicking on a group or player it shows a list of all main weapons, sidearms and launchers which are used by that player/group. Then you could select the specific weapon and get (like now if you want to add ammunition) a list of all compatible magazines. This would make logistical service for your troops in the field much easier and less time consuming concerning the "order of supplies".

Additional context:

Nothing

KPCF: Listboxes not synced

The listboxes for the storage inventory and the amount are not synced, they need to be handled as one listbox.

Solution 1:
"Connect" the two listboxes.

Solution 2:
Display everything in one box.

KPCF: v1.1.0

Updated version with some new features and minor updates.

KPCF: ACE 3 support

If the game runs with ACE 3 the "addAction" will be replaced with the ACE interaction.

`cratefiller_spawn` as optional building/object

Suggestion/Feature request

Is your feature request related to a problem? Please describe:

As described in #12 we're currently not using the functionality to spawn crates out of nowhere and just use it to drive vehicles or transport crates near the base station and put items in.
Currently we have the base station and the spawnpoint as objects placed nearby to each other. As we don't care about spawning space or anything it's a kind of "uncomfortable circumstance" that we've to build two objects.

Describe the solution you'd like:

A simple if in the KPCF_fnc_spawnCrate which switches the "spawn center" to the base station, if there is no spawn point near. That way it would be optional to have a predefined spawn point.
Spawning at the station is also no problem concerning "collision", as it doesn't spawn objects into another object, if you don't use "CAN_COLLIDE" in the spawn command (which you don't, so everything is fine).
Using findEmptyPosition in the createVehicle would make it possible to say "min distance to base station should be 2m", if the center is switched to the base station.

private _crate = createVehicle [_activeSpawnPos, (_activeSpawnPos findEmptyPosition [2, 10, _crateType]), [], 0, "NONE"];

Ref: https://community.bistudio.com/wiki/findEmptyPosition

Additional context:

Nothing.

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