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Version 2.5.0 - 10th August 2021
Changes from version 2.4.1 to 2.5.0 Antistasi Community Edition
================ Major ================
- singleplayer is disabled for all the missions - please switch to local hosted multiplayer to continue your savegame
- implemented new Garage (under APL-ND license, not MIT) - The new garage is a shared garage that replaces both the personal and faction garage.
It features full 3D inspection, vehicle state preservation, visual vehicle customisation, vehicle locking, vehicle services, and logistics integration.
Some CBA settings have also been added to let players and admins tweak the garage to their preference.
- implemented Street Artist Navigation Grid Editor (tool for map porting) and changed all systems to work with new navGrids (under APL-ND license, not MIT)
- fully implemented the SOG Prairie Fire (VN) release into the main repo
- added new faction templates for 3CB mods
-> MDF, New Default Occupants on Malden
-> HIDF, New Default Occupants on Tanoa
-> AAF, New Default Occupants on Altis
-> ANA, New Default Occupants on Kunduz (Since its Afghanistan)
-> ADA, currently unused
- adapted main license - please read when planning to rework and publish this mission
================ Minor ================
- added ACRE2 items to be given/distributed correctly
- added dynamic crewing for rebel garrison statics
- added full TFAR BETA compatibility
- Convoy mission rework
- expanded starting gear for VN
- added VN weapon category filtering
- Cam Lao Nam map update
- Dressup Simulator - added uniforms, headgear, glasses to templates
-> direct lists for uniforms used by civs
-> rebell uniforms given to arsenal
-> headgear given to civs
-> headgear given to rebell AI
- updated Simplified Chinese translation
- added garbage clean timer to game info
- updated AFRF templates with content from RHS update
- replaced vanilla militia MRAPS with HMG offroads
- Tunguska got removed from 3CB Factions templates
================ Groundwork ================
- updated AI minefield stuff
- improved performance of distanceUnits
- added SignalSmokeGrenates and FlagMarkerType to templates
- improved logging for bad spawns
- renamed fn_compatibilityLoadFaction and all related references
- implemented type-dependent classes for rebel AIs
- implemented new issue forms on GitHub
- implemented time span types
- moved changelog to main folder
================ Refactor ================
- refactors as preparation of the new UI
- adjusted healAndRepair for new garage system
- generalised hasVN to template variables
================ Bugfixes ================
- fixed punishment missions spawning more than 40 civs
- adjusted spawn vehicle velocity for spawnVehicle
- fix error from equipmentIsValidForCurrentmodset
- fixed references to FlagCarrier for VN flagpoles
- changed VN lootboxes to vanilla lootboxes because of incorrect maximumLoad in configs
- fixed bug with maxunits code deleting cargoless vehicles
- fixed logistics issues for VN
- deleted unnecessary bak files
- set max civ amount for punishment-missions
- updated fn_SUP_CASRoutine
- fixed vanilla medical issues (like revive cancel) and implemented VN AI compatibility
- fixed missing aggro penalty for killing surrendered enemies
- spawn related optimizations and bugfixes
- fixed perma lockout in resourceFIA
- cleaned out NVGs
- fixed partial distribution of controlsX
- added isLoadable check and implemented it in AIVehInit
- fixed Support HandleDamage Eventhandlers
- fixed check-order in vehicle sales
- fixed fake launcher magazines being added to loadouts
- fixed a return case in configsorting
- fixed converted explosives from unlocking
- disabled problematic ACE settings
- added null check for logistics unload
- fixed incorrect remoteExec target in AILoadInfo
- fixed and improved FF scripts
- fixed equipRebell to assign correct tools
- fixed order in fastTravel checks
- fixed error in refund system
- fixed ADR DLC issue
- added safety checks to prevent duping
- unified persistent save titles
- fixed too high amount of civs in North Hanoi (Cam Lap Nam)
================ DISCLAIMER ================
- Please note that this changelog may contain both spelling/grammatical errors and/or factual errors. Should any factual errors exist, we apologise but with the sheer number of changes made per version it can be easy to lose or mistake a change when writing up the changelog.
Version 2.4.1.VN.03 - 29th June 2021
Changes from version 2.4.1.VN.02 to 2.4.1.VN.03 Antistasi Community Edition
================ Major ================
- none
================ Minor ================
- none
================ Groundwork ================
- none
================ Refactor ================
- none
================ Bugfixes ================
- fixed punishment missions spawning more than 40 civs
================ DISCLAIMER ================
- Please note that this changelog may contain both spelling/grammatical errors and/or factual errors. Should any factual errors exist, we apologise but with the sheer number of changes made per version it can be easy to lose or mistake a change when writing up the changelog.
Version 2.4.1.VN.02 - 15th May 2021
Changes from version 2.4.1.VN.01 to 2.4.1.VN.02 Antistasi Community Edition
================ Major ================
GAMEPLAY CHANGES
- none
PARAMETER CHANGES
- none
MAP CHANGES
- small adaptations to Cam Lao Nam
OTHER CHANGES
- none
================ Minor ================
- expanded starting gear with VN modset
================ Groundwork ================
- none
================ Refactor ================
- none
================ Bugfixes ================
- fixed FirstAidKits not available
- adapted DLC filtering
- fixed error from equipmentIsValidForCurrentmodset
- fixed references to FlagCarrier so VN flagpoles are working
- for the time being changed loot boxes to plastic boxes from vanilla as the VN boxes have infinite inventory space
- fixed AI medical functionality so it works with VN medic assets
- adapted VN weapon category filtering
- fixed revive animation not stopping when cancelled
================ Code ================
- none
================ DISCLAIMER ================
- Please note that this changelog may contain both spelling/grammatical errors and/or factual errors. Should any factual errors exist, we apologise but with the sheer number of changes made per version it can be easy to lose or mistake a change when writing up the changelog.
Version 2.4.1.VN.01 - 06th May 2021
Changes from version 2.4.1 to 2.4.1.VN.01 Antistasi Community Edition
================ Most significant changes with description ================
--> S.O.G. Prairie Fire compatibility <--
- adaptation of the CDLC map Cam Lao Nam
- generation of templates based on the CDLC assets including logistic nodes
- compatibility with milbuildings, radiotowers, AA-spawnplaces etc.
- removal of vanilla items when VN enabled (medical, engineer,..)
- adaptation for intel system
================ Major ================
GAMEPLAY CHANGES
- none
PARAMETER CHANGES
- added parameter for VN (needs to be enabled to play Cam Lao Nam with the CDLC assets)
MAP CHANGES
- NEW MAP - Cam Lao Nam ... duuh
OTHER CHANGES
- none
================ Minor ================
- disabled VN dynamic radio music at bases and such
- disabled flyGear and diveGear when VN active
- helicopters can now perform airstrikes
- VN radios are recogniced as radios.
================ Groundwork ================
- adaptation of FSMs from 3D to 2D nav grids.
================ Refactor ================
- improved mod autodetection item sorting for VN
================ Bugfixes ================
- fix for tree-hugging helis
================ Code ================
- implemented script that changes the aperture to make the map more playable at night
================ DISCLAIMER ================
- Please note that this changelog may contain both spelling/grammatical errors and/or factual errors. Should any factual errors exist, we apologise but with the sheer number of changes made per version it can be easy to lose or mistake a change when writing up the changelog.
Version 2.4.1 - 30th April 2021
Changes from version 2.4.0 to 2.4.1 Antistasi Community Edition
================ Major ================
GAMEPLAY CHANGES
- removed PvP
PARAMETER CHANGES
- removed two PvP related parameters
MAP CHANGES
- none
OTHER CHANGES
- added support for TFAR BETA
================ Minor ================
- added smoke trails to artillery/mortar and enhanced impact radius
================ Groundwork ================
- none
================ Refactor ================
- none
================ Bugfixes ================
- fixed being able to add Petros to garrison
- fixed town markers not being placed on roads and therefore fixing related issues
- improvements to mission request and therefore fixing issues like ammo truck missions spawning at already spawned outposts
- fixed troops being deleted when adding to unspawned garrisons
- fixed rebel city garrisons not spawning
- added new and fixed prior logistic nodes for 3CB Faction assets
- added missing and deleted incorrect 3CB BAF assets
- added missing unarmed loadouts which for example caused invader punishment missions to auto-complete
- defending civs in punishment missions are now using unlocked weapons instead of hardcoded vanilla weapons
- disabled gunship unless vanilla
- fixed uncorrect variable in unlockEquipment logging
- fixed a check in SUP_QRFAvailable
- fixed function for saved vehicle positions
- fixed createVehicleCrew leader selection
- separated task types from IDs to fix multiple task bugs
- removed ACE loading from BoxX
- fixed broken description.ext's for Sahrani, Takistan and Chernarus_winter
- fixed AI having no vanilla-med items with ACE-non-medical loaded
- synchronised vehicle textures
- fixed various locality and JIP issues with prisoners and refugee missions
- fixed QRF APCs and transport aircraft using the wrong behaviour
- fixed safeVehicleSpawn to spawn air vehicles in the air
================ Code ================
- logs are now being created with logMacros
- updated mod detection
- prestige was renamed to aggro as the naming was incorrect and confusing
- updated debug list with current IDs
- added info for BattlEye compatibility
================ DISCLAIMER ================
- Please note that this changelog may contain both spelling/grammatical errors and/or factual errors. Should any factual errors exist, we apologise but with the sheer number of changes made per version it can be easy to lose or mistake a change when writing up the changelog.
Version 2.4.0 - 21st March 2021
Changes from version 2.3.2 to 2.4.0 Antistasi Community Edition
============= Most significant changes with description ======================
--> LTC
- The Loot to crate system is a new system implemented to allow for faster and less bothersome looting experience while still keeping balance with the new support system.
This system allows you to use the surrender crates of enemies to quickly and easily loot the aftermath of battles, buy gathering nearby loot from enemies and on the ground in to the crate. In addition to this you can also load the contents of the crates into the inventory of vehicles and the crates themselves can be loaded onto vehicles.
To make things even easier you can now also purchase these crates at the vehicle box at HQ for 10€, and you can also refund these crates by storing them in the garage.
Happy looting!
--> New support system
- Gave the AI the tools to fight any kind of rebel attack in a fun and interesting way.
Watch them bring tank killer planes against your vehicles, air superiority fighter against your helicopters and heavy gunships against infantry positions. If you hear the brrrt, it is already too late.
--> New navGrid system
- Completely redid the antistasi internal pathfinding mechanics, enabling us to utilize roads more and better, as we can ensure that the AI does not decide to drive the tank through half a kilometer of wood any more. At least in most cases.
--> New template system
- The new template system allows modders to quickly and easily set up new, highly customized factions by listing the vehicles and equipment available. These new templates introduce enemies which wield a larger variety of weapons and gear, providing more diverse opponents and a greater variety of tools to fight back against the oppressors.
These new templates also lay the groundwork for allowing any faction to be used as either the occupants or invaders, or pitting factions from different mods against each other. However, right now this functionality is experimental and will be enabled fully in a later release.
--> MIE
- The MIE project seeked to centralise the process of mod integration, taking the various changes necessary to make a new mod function within the mission away from the important code files and into dedicated areas within the template folder. This makes new mod integration much safer and more accessible to people less confident or knowledgeable in SQF.
There are, however, some sections that have yet to be centralised however, such as loot and supports, but most of the important sections, such as mod detection, templates and template selection, and logistic nodes have all been covered by the MIE project.
============= Major ======================
GAMEPLAY CHANGES
- BLUFOR is discontinued as it will be obsolete with the new template system
This ability to switch functions is not yet completely integrated and is lacking a plug and play interface. We will deliver that in the next versions.
- Local singleplayer got disabled --> please play locally hosted MP
To make your lives a little bit easier, we gave the default commander slot the ability to be a medic and an engineer at the same time, so you can do everything you need to. Further balances will come in the next versions.
PARAMETER CHANGES
- added parameters for the new support system
- added parameters for the LTC system
- added parameter to enable/disable Art of War content within the mission
- added option 1,000,000 to unlock parameters to have no unlocked assets anymore
MAP CHANGES
- NEW MAP: Antistasi Sahrani added
- NEW MAP: Antistasi Takistan added
- Kunduz has two custom bridges now
- Malden has a new outpost to fill a gap and provide an extra point to attack
- Fixed some helipads on outposts on Malden as the AI was unable to perform with the given assets
OTHER CHANGES
- snow script was removed as it was broken and deactivated for quite some time
- RDS vehicle compatibility integrated
- D3S vehicle compatibility integrated
- Ivory cars vehicle compatibility integrated
- added ADV support
- All the startup messages got removed
- Napalm effect overhauled and re-enabled
- Paradrop approach reworked into something actually resembling a paradrop
- Combat landing approach for helicopters reworked, they are now faster and more precise
============== Minor ========================
- replaced heightmaps on whiteboards with satellite pics
- added templated surrender and salvage crates
- added buyable AA vehicles to all templates
- more russian translations in the stringtable
- added airstrike conversion to airfields
- added "stop rain" function on the tent
- added multilingual support for Dialog Menu
- added small trees to "clear forest"
- more vehicles can now be sold
- autosave now delayes after a manual save
- loot crate respawns are now limited - no crate farming possible anymore
- when a commander now buys a vehicle, the faction money is used instead of the personal money
- influence of loosing radiotowers is minimized
- added radiobagpacks to item sorting
- optimised mission root path parsing
- allow commander and admins to edit game options plus logging of changes
- improvements within the FF scripts as well as the logging
================ Groundwork ===================
- moved non-map-specific items from description.ext to MissionDescription to decrease mission-size and loading-time
- overhauled hint system with easier dismissable hints
- added logging for unlocks
- added first steps of UNSUNG compatibility - not playable yet
- added first steps of FFAA compatibility - not playable yet
- added list of global UI vars and UI processes
- added nestedObject wrapping for createNamespace
- parameters now are saved from the initial load and are carried over after restarts
================ Refactor ========================
- fn_typeOfSoldier
- fn_distance
- mod detection system
- initVarCommon to get rid of obsolete content
================ Bugfixes ========================
- towing of logistics cargo is now blocked
- dead units no longer blocking statics which are mounted
- added towing check for garaging vehicles
- added a bunch of new assets to the garbage clean
- fixed duplication exploits
- you can't sell Petros anymore
- fixed spam sell vehicle exploit
- removed servicing container from 3CB vehicle array
- fixed duplication of single mags
- fixed salvage rope
- fixed captive state being stripped from handcuffed units when waking up
- fixed missions spawning outside of the map borders
- fixed issue with players being able to load assets which are not in the arsenal
- fixed the state of city supplies crate not being saved
- fixed fast towing exploit
- fixed garrison spawning in/on destroyed buildings
- fixed teleportation bugs with ff-punishment system
- fixed roadblock issues
- fixed undercover heli exploit
- fixed issues with having UAV terminals from unusable sides in crates
- fixed roadblocks being destroyed on engagement
- minimized the amount of errors thrown from fnc_createCIV
- removed city supplies box from saving
================= Code =========================
- introduced log level integration with logMacros
================= DISCLAIMER =========================
- Please note that this changelog may contain both spelling/grammatical errors and/or factual errors. Should any factual errors exist, we apologise but with the sheer number of changes made per version it can be easy to lose or mistake a change when writing up the changelog.
Version 2.3.2 - 05th December 2020
Changes from version 2.3.1 to 2.3.2 Antistasi Community Edition
================ Bugfixes ========================
- Fixed the rope issue in the salvage mission
- Disabled two towns (Kuusela and Niemela) on the Virolahti map
================= Disclaimer =========================
- Significant template changes are still underway. You might want to avoid making custom templates for a while!
- Please note that this changelog may contain both spelling/grammatical errors and/or factual errors. Should any factual errors exist, we apologise but with the sheer number of changes made per version it can be easy to lose or mistake a change when writing up the changelog.
Version 2.3.1 - 16th October 2020
Changes from version 2.3.0 to 2.3.1 Antistasi Community Edition
============= Major ======================
GAMEPLAY CHANGES
- Implemented new hint system with dismissable hints
- Implemented out-of-bounds kill zone
PARAMETER CHANGES
- Removed "Reb vs Inv" option from gamemode parameter
MAP CHANGES
- Altis - new position for initial HQ and other small changes
OTHER CHANGES
- Added Korean translation
============== Minor ========================
- FF-system changes and improvements
- Some assets changed for 3CB modset
- added new asset for citysupply mission
- Added new ACE settings
- Small template changes and bugfixes
- Added CUP/Enoch buildings for intel system and AA placements
================ Groundwork ===================
-
================ Refactor ========================
- missionRequest refactor
================ Bugfixes ========================
- Taken assassination missions from the RNG array
- Added failsafe for artillery spawn breaking
- Failsafe for findEmptyPosition for desHeli mission
- Added seaports to list of markers that break undercover
- Fixed arsenal exploits
- Fixed issues in missionrequest
- Fixed killZones issue where no QRF could be deployed
- Fixed setWaypointStatements
- Preventet equipping zero-count items from the arsenal
- Fixed Tanoa attack bugs
- Fixed surrender/release code
- Fixed initClient running on HCs
- Fixed road search bugs
- Fixed non-hosted rebel airstrikes
- patrolReinf termination overhaul
================= Code =========================
- Added bugfix branch to Travis
================= Disclaimer =========================
- Significant template changes are still underway. You might want to avoid making custom templates for a while!
- Please note that this changelog may contain both spelling/grammatical errors and/or factual errors. Should any factual errors exist, we apologise but with the sheer number of changes made per version it can be easy to lose or mistake a change when writing up the changelog.
Version 2.3 - 26th July 2020
Changes from version 2.2.1 to 2.3 Antistasi Community Edition
============= Most significant changes with description ======================
Overhauled airstrikes to keep the sanity:
- Halved the number of bombs in any given airstrike, Made the bombs used more sensible. (MK82 for HE, CBU for cluster, Glide bomb for napalm.
New Salvage Mission implemented:
- In this new mission a ship bound for the rebellion with supplies have been discovered and sunk just off the coast, these supplies are now at the bottom of the sea and about to be recovered by the hostile forces that sunk it in the first place. But all hope is not yet lost, we have a shot window of opportunity to recover theses supplies, by diving down and winching the supplies from the bottom of the sea right underneath their noses. Time is of the essence so hurry and locate a suitable boat with a winch like the motorboat and get our supplies back.
Introduced new Aggro and Warlevel system
- Aggression is now displayed better, synched correctly and actual playable. Say goodbye to steady 100 aggression.
Adapted QRFs and attacks
- Adapted vehicle selection for QRFs. The heavier the unit, the later it will arrive in the game.
- Adapted vehicle amount for QRFs and attacks. These are now heavily dependant on the aggression of the attacking faction. Doesn't mean you wont get overrun sometimes.
Introduced a new Intel system
- Search enemies and locations for valuable intel on the enemy faction. But be aware that there is nothing without a risk.
Temporary blackscreen for singleplayer
- As we in the future will seize SP compatibility we have implemented a blackscreen which pops up when joining a SP campaign so players are informed regarding that. The blackscreen only lasts a few seconds and currently people are still able to continue and finish their campaigns.
- Please note that we advice to play locally hosted MP even if you only want to play on your own. This is more stable, has less bugs and gives you the possibility to adapt parameters to your liking.
Implemented Jeroen Nots Enhanced Debug Console
- We added an enhanced debug console in which you can save debug commands. To set a name for a saved command, add a comment in the first line. Example: //ThisIsaTitle
============= Major ======================
GAMEPLAY CHANGES
- New salvage mission integrated
- Reintroduced fuel trucks as spawning civ vehicles
- Introduced new Aggro and Warlevel system
- Deactivated IFA compatibility
- Introduced a new Intel system
PARAMETER CHANGES
- Introduced more understandable descriptions for unlockItem and allowFT
MAP CHANGES
- Chernarus summer overhauled with added assets
- Chernarus winter overhauled with added assets
- Livonia overhaul with building adaptations
- General small overhauls/adaptations for every other map
OTHER CHANGES
- Implemented Jeroen Nots Enhanced Debug Console
- Temporary blackscreen for singleplayer
- Added Czech translation
- Added French translation
============== Minor ========================
- Deactivated forced TFAR default radioVolume
- Added PvP role descriptions
- Replaced the ingame Antistasi logos on the whiteboard with corresponding heightmaps of the currently played map
- Added PvP loadout for Takistanis (3CB)
- Petros now can be moved around like the other HQ assets
- Added stamina reset to the heal box at HQ
- Increased boat placement radius at HQ
- Removed thermals from unlocking on Vanilla
- Deactivated ACE options on the vehicleBox
- Overhauled airstrikes to keep the sanity
- Overhauled airport marker colours
- Removed Civ uniforms as well as such things as IDAP clothing
- Added more assets to garbage clean
- 3CB template overhaul (added new assets)
- Fixed starting items for night combat compatibility
- Fixed mission dates so the first night has a full moon
- Adapted QRFs and Heli responses so they are working with the new system and more reasonable/balanced
- Vehicle mass changes when cargo is un/-loaded
- Added flight suits to airport crates
- Improved static placement in milBuildings
- Changed infinite personal garage to limited (including parameter)
- Enhanced storing capabilities of faction garage
- Implemented boundaries to garaging capabilities (distance & enemies)
- Disabled unlocking of M152 remote detonator from start
================ Groundwork ===================
- Updated ACRE compatibility
- Updated performance logging in the RPTs
- Changed folder structure so all map related assets are in the map template folders
- Added information to distinguish between sources (Server, Client, HC) in the logs
- Unified the functions for the lootcreate creation
- Added documentation in countCA
- Removed ADV integration as it's not updated anymore
- Improved template selection system
================ Refactor ========================
- Refactor of Antenna stuff in initZones
- Refactor of fn_rebelAttack
- Refactor of the hint system
- Refactor of AIVEHinit
- Refactor/recrite of patrolCA
- Refactor/rewrite of wavedCA
================ Bugfixes ========================
- Money exploit regarding AI refunds
- Contact report issue with ACE
- Livonia invisible buildings
- Wrong magazine type in SDKMortar Reb_CDF
- Incorrect faction names in outpost and airport markers
- Bugs and performance issues with civ vehicles
- RHS civ ural not detected as civ vehicle
- RHS doomsday rounds still spawning
- More money exploits
- Wrong message for end mission in some cases
- Commander role vanishing
- Visibility of commander eligibility hints
- Status bar breaking when controlling AIs
- Give command to "cursor target" not working
- IFA civ trucks not being recognized
- Non-blufor crew in blufor vehicle
- stupid crashing airstrike planes because flying too low
- Lootcrates can be loaded whilst being undercover
- Tent retains velocity when being moved
- Debug log for NATOcrate not working properly
- Error in JN_fnc_logistigs_getCargoOffsetAndDir
- Darter drone can be sold for airstrikes
- War level calculation
- Disabled snow script because it breaks servers
- CsatPlaneAA-AFRF issue
- Breaching script issue with RHS
- Startup loading issues in local hosted MP
- Error in the traitor mission script
- Error in A3A_fnc_savePlayer
- Error in A3A_fnc_randomRifle
- Error in SelectIntel
- Error in waved CA
- Broken spawn distance decrease button
- Surrendered soldiers and crates not vanishing
- WW2 Ai weapon choice
- Backwards winner/loser params
- startWithLongRangeRadio not set in SP
- ACE not overwriting the Antistasi revive system
- Petros has "build HQ" option at start of campaign
- Disappearing RHS headgear
- Leaking groups in createSDKGarrisons
- Refilling crates which were already emptied after restart
- Filled ammo trucks after ungaraging
- Multiple arsenal issues regarding loadouts and sorting
- Added missing global variable for CSATRepairTruck
- Fixed inventory transfer for planes and helis
- Fixed misleading text for loading previous save
- Fixed 3CB ammo being eaten by the arsenal
- JNL adaptations for certain vehicles
- Fixed double-savings on global saves
- Fixed orphaned and inaccessible saves
- Fixed marker and flag bugs
- Fixed disappearing vehicles
- Fixing outposts needing a road to spawn the truck for the crate
- Fixed addGarrison variables fucking up
- Fixed diving gear spawn
- Fixed Arsenal exploit based on Armas inability to count
- Deleted vanilla units in RHS modset
- Improved texts for reinforcement convoy markers which are revealed through intel
- Fixed navGrid issues with headless clients
- Fixed convoy depart timer
- Fixed convoy spawning as they went poof a lot
- Fixed Arsenal dublication exploit
- Fixed Hangar spawn issue
- Fixed AA vehicles not being breachable
- Fixed airstrike issues
- Disabled some ACE Group Actions to prevent exploiting
- Moved VTOLs from helo array to plane array
- Fixed civ vehicles not being usable as undercover
- Fixed leadership issue with enemy AI
- Deactivated enemy patrols from spawning in units (was a reason for AI clutter)
- Fixed police cars not getting filled with enemy AI
- Fixed issue with picked up radios not changing to 5km versions
- Addes seaSpawn and seaPatrol markers to Chernarus Summer and Chernarus Winter
- Fixed Island markers for Tanoa
- Fixed slot order for all maps (now greenfor is being shown initially)
================= Code =========================
- Enhanced Travis for build checking
================= DISCLAIMER =========================
- Significant template changes are still underway. You might want to avoid making custom templates for a while!
- Please note that this changelog may contain both spelling/grammatical errors and/or factual errors. Should any factual errors exist, we apologise but with the sheer number of changes made per version it can be easy to lose or mistake a change when writing up the changelog.
Version 2.2.1 - 07th February 2020
Changes from version 2.2 to 2.2.1 Antistasi Community Edition
============= Major ======================
GAMEPLAY CHANGES
- Re-enabled unit traits.
PARAMETER CHANGES
- Created parameter to allow unlock of LRs from the start (only regarding TFAR LRs)
MAP CHANGES (OLDER MAPS WILL NO LONGER WORK WITH 2.2 OR ABOVE)
- Added assets to positions like outposts on Chernarus Winter.
- Changed vehicle placement on Tanoa positions.
- Every map now only has 32 slots on the rebel side. Reason: Performance.
============== Minor ========================
- Disabled unlocked IEDs in Vanilla arsenal.
- Changed playable Officer roles to TeamLead roles.
- Enabled further vehicles to be utilized for JNL loading.
- Added ACE spare barrel recognition.
================ Groundwork ===================
- Added building from CUP to be recognized as military buildings (also concerning 50. cal placements).
================ Bugfixes ========================
- Fixed an exploit where guests could grab certain gear using a loadout.
- Fixed added aggro for hostages/surrenderes.
- Fixed PvP loadout assignment.
- Fixed roadblock creation issue.
- Fixed airstrike issue.
- Fixed RPT spam based on town road setup.
- Fixed vehicle saving issue near HQ flag.
- Fixed weapon spawn issues in loot crates.
- Fixed issues in snow script (for snow maps like currently Chernarus Winter).
- Fixed radio tower rebuild issue.
- Fixed template issue regarding vehSDKTrucks.
- Fixed Bob's forgotten D.
- Fixed Zeus not being able to access all assets.
- Fixed initVar spam.
================= Code =========================
*DISCLAIMER* - Significant template changes are still underway. You might want to avoid making custom templates for a while!
- CSAT outposts and airfields are set in fn_initGarrison.sqf now.
Version 2.2 - 04th January 2020
Changes from version 2.1.2 to 2.2 Antistasi Community Edition
============= Major ======================
GAMEPLAY CHANGES
- Changed vehicle spawn mechanic. Vehicles now spawn in suitable positions and without the unwanted explosion.
- Added random convoys driving around and attacking roadblocks on their way. These will grow stronger over time and follow a specific system, but we wont reveal this yet.
- Random convoys attack roadblocks on their ways.
- Added the ability to breach open vehicles with explosives. Get an engineer and break these pesky vehicles open. You maybe want to keep a medic close, damaged vehicles tend to explode.
- Changed the way resource points and factories become destroyed. You see something unusual, shoot it, a industrial building is blocking your way, mortar it, strange civis running around, sho.. You get the point. And watch the barrels.
- Complete overhaul of starting weapons and equipment for all variations of rebel side. Guerilla fighters don't start with high-end weaponary, they start with sandals.
- Rebel AI now appropriately gear from unlocked equipment. Can't win a rebellion with fishing vests, you know.
- Overhaul of the loot tables. A much wider variety of gear should spawn.
- Complete re-balance of AI Skill. Cut the brains of the enemies in half and implanted the other half into your AI units. They should be a lot less useless while fighting worse enemies.
- Adapted Antistasi to the new Ace version 3.13.0.
PARAMETER CHANGES
- Created parameters to allow DLC gear. Currently, this affects items in crates and civilian vehicles. We heard your call for it. Just make sure you use it with caution.
- Created parameters to customise the variety and amount of loot that gets spawned in crates.
- Created parameters to allow unlocked guided launchers and explosives. So please stop asking for cheats in the help channel.
- Created a parameter to stop an unlocked weapon from unlocking its first valid magazine. For the ones, who really love looting.
- Created a parameter to disable members having access to the Faction Garage, allowing only the commander access.
- Created a (experimental) parameter that disables all of the balance checks on loot crates. Want 100% random loot crates? Toggle this. (Not advised, but feel free to for science.)
- Added an option to disable civilian traffic. The group state they are driving in is careless, and it is a fitting descripting of their driving skills. You can now turn off random death by driving civilians.
MAP CHANGES (OLDER MAPS WILL NO LONGER WORK WITH 2.2 OR ABOVE)
- Added Kunduz as a playable map.
- Added Tembelan as a playable map.
- Added Chernarus_winter including a snow script as a playable map.
- Added Anizay as a playable map.
- Reworked map marker for Altis, Tanoa, Malden, Chernarus_summer and Livonia.
============== Minor ========================
- Undercover medics can now heal civilians/undercover players without becoming overt. You never know, when you need it. Also check the known errors.
- Made punishment missions a bit less punishing. They are won easier now. Did someone said casuals?
- Updated stringtable. French is now partly available.
- All items now get removed when player respawn. No more stolen radios from the afterlive.
- Readd maps when player respawn. Yeah, that wasn't considered enough.
- Regular players are now allowed to place the HQ if Petros died and there is no boss.
- Moved vehicle-specific actions to VehicleBox. You know, the repair box. Vehicles can now access the arsenal from there too!
- Increased spawn distance on HC vehicles. You may have to search a bit, but the spawning should be better now.
- Every airfield has at least one manned AA vehicle in every case.
- Members now have access to the faction garage by default.
- Complete overhaul of starting weapons and equipment for all variations of rebel side.
- Removed non-USAF troops from traitor spawn pool.
- Added polaris to RHS Blufor PvP vehicle pool.
- Swapped panzerfaust to RPG-75 for Greenfor RHS rebels.
- Added an option to disable civilian traffic.
- Balance pass for "CSAT Punishment" mission.
================ Groundwork ===================
- Reworked the garrison system to build a new reinforcement system on top of it. Believe us, you will know once we got this running.
- Added a system to simulate convoys of all types. Convoys 12 kilometer away will no longer kill your server performance. Even if there are many.
- Created a template naming convention and precursory files. New names for better understanding. But also alot more files.
- Added Nav Grids. They are large and we are sorry about this. But they have a really important job.
- Added localisation support for Map briefing screen.
- Set the NATOCrates to use a weighted distribution method, rather than random.
- Created a new Parameter for truly random Crates, if wanted. Look for the [Experimental] option in parameter selection.
================ Bugfixes ========================
- Fixed schrodingers' buildings - they should no longer be both destroyed and not. Maybe. We won't know until we check!
- Fixed convoys not moving or stopping moving when attacked (i.e - Convoy missions work again!)
- Dialog back buttons now work correctly. No struggling with dialogs anymore.
- ACRE radios are now recognized correctly.
- Fixed an error relating to toolkits being added to the arsenal incorrectly.
- Fixed one of the civilian traffic options not working. 0.5 (Low) was never working. Did anyone catch that?
- Fixed broken easy difficulty setting.
- Fixed "Destroy the Helicopter" mission.
- Fixed access to HC squad level commands on map interface.
- Certain weapons no longer include base attachments with them. No more free bipods.
- Fixed many bad case and improper item defines throughout the mission.
- Fixed money loss on death to only penalize once. It was 10% + 5%, now it is 15%. Why was it like this? We don't know either.
- There should be much less inconsistency in save data. You know, first this, then that, just like your Ex. We broke up, too.
- Fixed needed time displayed wrong in supply mission description.
- Fixed truck reference in supply mission description.
- Fixed RHS side detection.
- Readded dedicated server startup delay. We figured out it was actually needed. Humans make mistakes you know.
- Fixed money-by-dismissal exploit. No more human trafficing. That was bad from the start.
- Fixed ACRE2 radios not being recognized as such.
- Fixed TFAR radios not being unlocked on start.
- Fixed GPS not in starting items.
- Fixed medical kits claiming to be unknown in arsenal. We all know you're there, don't act up.
- Fixed arsenal being called before it could init.
- Fixed Petros not respawning. Well, at least in theory.
- Fixed statics at base sneaking away. We got you, sneaky bastards.
- Fixed the player being able to take Petros as a prisoner.
- Fixed the player being able to join Petros' group.
- Fixed playable rebell units by stripping them so their initial gear can't be glitched in.
- Fixed most cases of exploding vehicles when Outposts spawn.
- Fixed prices for helicopters so they can't be used for a money glitch.
================= Code =========================
- Arsenal can now be setup in multiple objects.
- Rebuilt items detection system completely.
- Items system now scans config for defines instead of relying on manual input.
- Extensive sorting and commenting on format for template files, and initVar.
- Moved all units of the same side to the same template (police and militia).
- Added logging to various server functions.
- Stopped modifying items in 'onPlayerRespawn'.
- Stopped player reading a significant portion of initVar on connecting to a server.
- Began work on removing faction or side names from variable names throughout mission.
- Changed destroyedCities to destroyedSites.
- Significant refactoring and organizing of various scripts throughout the mission. They all kept their names, but you may have to search for them.
- Moved map templates. They don't have to be in the unit templates folder. We don't want them there.
- Reworked marker detection. It's even faster now.
- Added a log function for arrays.
- Unified all template files. Makes changing it alot easier for all of us.
- Added a PR templates. We should have done this a long time ago.
- PlayerMarker parameter is now enforced by server.
- Replaced BIS_fnc_selectRandom with selectRandom.
- Replaced type checks with isEqualType.
- Renamed AAFKilledEH to invaderOccupantUnitKilledEH.
- Changed the way dlc items get detected.
- Map templates have been moved to the top level of the mission.
- Small initVar addition to accept new gear arrays.
================= Known issues ==========================
*DISCLAIMER* - Significant template changes are still underway. You might want to avoid making custom templates for a while!
- (Destroy Heli Mission) If you manage to steal the truck while it is trying to transport the heli back, the mission will fail (The fix for this is WIP)
- The updated ACE version 3.13.0 maybe has introduced new issues with ACRE. We are investigating and thankful for input.
Version 2.1.2 - 06 September 2019
Changes from version 2.1.1 to 2.1.2
============= Improvements ======================
• Clean up README on GitHub
• Implementation of Malden and Livonia to stringtable
• Change of weird variable names
• Update of different mission.sqm’s
============= Fixes ======================
• Garage wipes
• Lost gear when hit “heal, repair and rearm” whilst being in vehicle
• Unsynchronised buildings
• Punishment is not triggering on dead bodies anymore
• Revert start parameter changes
• Membership fix for Singleplayer
• Error on loot crates
• Start-up error regarding HC
• InitVar for Malden and Livonia
Version 2.1.1 - 31st August 2019
To shorten the version number and to distinguish this version from 1.4 we changed the version to 2.1.1 instead of having 1.4c2.1.1.
Changes from version 1.4c2.0 to 2.1.1
Improvements
• Antistasi ported to Malden (beta) and Livonia (beta)
• Resized and repositioned markers in all the maps
• Moved HQ management from the flag to Petros
• Start of localisation as the basis for translated versions
• UI update for readability
• PvP players are not spawning friendly AI anymore
• Members now also can get missions from Petros – not only the commander
• Improved chopper and plane spawns on airfields
• Punishment and logging implemented for friendly fire
• PvP switch time-out enabled
• Loadouts and starting gear overhaul
• Improved ammo truck mission
• Complete overhaul of PvP units
• Multiple functions rewritten for readability
============= Fixes ======================
• Fixed boat spawning on Malden
• Changed the object of fireX into a tent got rid of clipping through the floor
• Misc items are now unlocking
• Blufor units spawning as Greenfor with 3CB loadouts
• Non-RHS NVGs removed when using RHS
• Loading issue on Linux servers resolved
• Radio tower repair missions working again
• HQ grenade shield re-implemented
• Island-recognition for maps with multiple islands fixed
• Static weapons in outposts couldn’t be manned by AI
• Static weapons at airfields can be stolen
• Russian aircraft spawning in Armia Krajowa fixed
Version 1.4c1.01 through to 1.4c2.0 - 10th August 2019
============= All Improvements ======================
- Support for 3CB - You can now play as the British Armed Forces
- ADV - ACE Medical support
- Players save on disconnect
- Commander can pass command to someone by resigning while looking at them
- Vehicles are teleported along with players when outside member leash range
- The Heal and Repair box now removes vehicles and players from the wanted list
- The Heal and Repair box now has a 30 second cooldown timer. No more spam-healing.
- PvP players can get into the passenger seats of vehicles (i.e - they can be taken captive)
- Undercover is much more likely to be broken by outposts at higher war levels
- Arsenal categorization is significantly improved. Fewer items will be wrongly in the 'Bipod' section.
- HEMTT Cargo and HEMTT Flatbed added to the list of trucks in Vanilla.
- Placing vehicles from the garage is more reliable
- Building fortifications UI improvements
- Ammo is now accessible when X magazines is reached, rather than 500 rounds
- Notification when a player is given temporary membership
- Notifications removed when a player joins BLUFOR/OPFOR
- Translated version is backwards compatible with original Antistasi 1.4
- Add a light to the flag
- Improved vehicle placement and building system
- roadsDB.sqf added for Chernarus
============= Fixes ======================
- Vanilla police replaced with RHS police where appropriate
- Players no longer start with guns appropriate to their role (No more free guns)
- Bodies now vanish when players disconnect
- Apex Jeeps replaced with Offroads (to remove dependency on DLC)
- Civilans now correctly increase Occupant aggression if shot in limbs
- Players are no longer rewarded for killing civilians in singleplayer
- Players no longer have rifleman radios during WW2
- German radios no longer vanish during WW2
- Dogs can no longer detect you from the other side of the world (100m reduced to 20m)
- Player loadouts are removed for players that disconnect while unconscious or downed
- Only rebels can save - no more BLUFOR loadouts sneaking onto the rebel side
- Supply missions no longer claim you can sell supplies.
- Marker text and colours should update more reliably when changing side
- Roadblocks no longer spawn two flags
- Times on missions should no longer be missing 0s (13:07, rather than 13:7)
- Petros no longer has 'Build HQ on him' when he dies.
- Sleeping bag is less likely to clip into the ground (still happens rarely)
- Vehicles are much less likely to fly off into the sky while you're placing them.
- Many, many fixes for personal saving. It's now more reliable than ever.
- Undercover no longer works in airports (no stealing helicopters early-game)
- Another fix for commander getting stuck on none
- Objects placed near HQ like bunkers no longer wander off when you reload
- Fixes box/flag/map not moving when placed
- Killing guard dogs no longer counts as killing a surrendered soldier.
- Frequencies of SR and LR don't change when you enter the Arsenal
- Petros gets respawned automatically if he for some reason vanishes
- Fixed commander not being reassigned
- Shooting from vehicles should now always break undercover if in range of a city or enemy
- Undercover Friendly NPCs should drive on roads always
- Mission convoys should bug out less (Still not perfect)
- Civilians no longer shout orders to each other
- ACE removed from mod blacklist in singleplayer
- Object moving in the HQ should bug out less
- Player saves no longer carry over from previous campaigns
- Camping light no longer loses actions (replaced with sleeping bag)
- Static weapons always spawn the correct bags, in more sensible places
- Non-commander admins can give temp membership
- Arsenal sorting now works, alphabetically and by count
- Arsenal bug where items temporarily stop being unlimited
- Arsenal items go more-reliably into the correct tabs.
- Various arsenal duplication bugs
- Groups will no-longer hit the limit (fixing several other issues)
- Curator modules added to all maps
- Fix IFA Detection in WW2
- Several exploits
- Several runtime errors
- Probably more fixes we've missed.
meter veh civiles IFA y rehacer lo relativo a JNL <-- I don't know where that comes from and where that belongs [Bob Murphy - 04.01.2020]
Version 1.4.0 25/10/18
- Rework of the spawning scripts, less CPU and bandwith compsuming.
- Liberated prisoners will be deleted after 100 seconds to save performance (those units have no combat capabilities at all).
- Local AI number will be limited on sides up to a 70% of the Max AI parameter, so there will be allways room for their enemy AI.
- Major garrisons will spawn at least a whole group (if they have troops) and the rest of the groups can be bypassed of spawning if the AI limit has been reached.
- Some improvements in attack drills for AI
- Attack AI will react better to tank and airplane presence (hide in bluidings if they or the nearby friendlies have no AA/AT capabilities).
- Corrected (�at last!) bug on binoculars in Arsenal menu and some mod integrations with Arsenal and unlocking system, ALL thanks to SkaceKamen!!! Thanks a lot!
- Fixed RHS / Arsenal crash upon respawn bug. Thanks to Jeroen not!!!!
- Solved bug in flanking procedures thanks to Alex Triada!
- Better behaviour for AI using land transports.
- Fixed: Threat evaluation analisys were done non mod-edition-faction independent.
- Fixed Air QRF sent from outposts in some cases.
- Major attacks and QRFs will at least send a whole squad if applicable, and they won't send squads with less than 4 units anymore.
- Engineer mine replacement script improved and less risky for AI thanks to wriley!!!
- More automated, mod independent weapon detection for ammobox loot. If there is an enemy in the field with that weapon, it is possible to find it in an ammobox.
- Improved a bit specop group compositions.
- Improved RHS integration with PvP element for soldier loadout (with the exception of the UAV operators which are still vanilla as RHS lacks of proper classnames).
- Fixed bug on JiP commander assignation.
- Solved bug in Destroy Heli missions.
- Added RHS SPG9 as AT gun for rebel RHSGREF config, thanks to Mocksybren!!
Version 1.3.5 14/10/18
- NEW FEATURE: SP init options ported from MP: Difficulty settings affect several params, and Game Mode behaves the same. Want to fight only Redfor? Now you can!
- Garrison mortars will be manned again.
- AutoLoot will bypass the check for unlocked weapons on the bodies, so the AI will do a brainless loot anyway.
- Removed debug message on flare script.
- Seaports now spawn the right classnames in Reb vs Inv game mode.
- Major attacks should spawn allways with vehicles.
- Better and automated flashlight, optic and pointer detection, mod independent. RHS AI will spawn with more proper pointers / flashlights, and all the sights are included in ammoboxes.