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Additional garage categories + dlc info #3378

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wersal454
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What type of PR is this.

  1. Bug
  2. Change
  3. Enhancement

What have you changed and why?

Information:

Separated Air vehicles category into 3 separate ones:
Helicopters,VTOLs and planes

Reason to why, because there is no real point in blocking access(and ability to store) to air vehicles if they are helicopters or VTOLs because they don't require airstrip to take off.

So plane category will still be blocked as usual

Please specify which Issue this PR Resolves.

closes #XXXX

Please verify the following and ensure all checks are completed.

  1. Have you loaded the mission in LAN host?
  2. Have you loaded the mission on a dedicated server?

Is further testing or are further changes required?

  1. No
  2. Yes (Please provide further detail below.)

How can the changes be tested?

Steps:
Add different vehicles to the garage and try to interact with them inside garage(?)


Notes:
Static category for some reason gives an error upon selecting any vehicle in it. Can't find a reason as to why it's the case.
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Upon selection
image

Also Helicopter category displays incorrectly, yet again don't know why at the moment
image

@wersal454 wersal454 marked this pull request as draft August 15, 2024 20:02
@Bob-Murphy
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The blocking is done deliberately.
I'm happy to take the categories but the blocking will persist in our version. Reason being, air assets can get overpowered very quick and whilst you usually have the means to repair cars and trucks at a normal workshop (forget about APCs and tanks), air assets need a completely different set of tools, maintenance etc, hence why we limit it to airports.

@wersal454
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The blocking is done deliberately. I'm happy to take the categories but the blocking will persist in our version. Reason being, air assets can get overpowered very quick and whilst you usually have the means to repair cars and trucks at a normal workshop (forget about APCs and tanks), air assets need a completely different set of tools, maintenance etc, hence why we limit it to airports.

That's fine, I can add categories 2 and 3 so helis and VTOLs won't be accessible. Usually in our version we leave a choice for the players to do what they want, like play with fast travel or not, could put some sort of check here as well, but that's up to you guys. I also tried adding unmanned category, but figured out it will mess with the statics because some statics are unmanned, and maybe I could somehow add to unmanned category only UAVs and UGVs, but idk.
Also I had an idea with button in the garage that adds friendly ai into unmanned vehicle upon spawn, so you can choose to spawn vehicle empty or with the "crew"

@wersal454
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image
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Everything working

Except, as you can see I somehow managed to add tent hangar to the garage. My guess it's due to category check, I think tent hangar just falls either in this check

    case (_class isKindOf "staticWeapon"): {6}; //some non-vanilla artillery is statics

or this one
case (_class isKindOf "Static"): { 6 };

@wersal454 wersal454 marked this pull request as ready for review August 17, 2024 23:37
@wersal454
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"Thought about separating armored category to apcs and tanks(maybe more), but I think it wouldn't make much sense from gameplay perspective

Also thought about adding Unmanned category, but I think it would break things, like statics that have uav controls(vanilla sams for example), probably can avoid it by creating proper check in A3A/addons/garage/Core/fn_getCatIndex.sqf , but I think it's up for debate"

@Bob-Murphy
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Thinking about it a bit more, I don't believe that a Vtol class is needed.
There are not that many matching vehicles and there are quite a lot of playthroughs where there will be not a single Vtol, especially when having something like WW2, Vietnam, 80s/90s or such.

@Bob-Murphy Bob-Murphy added this to the 3.8.0 milestone Sep 9, 2024
@wersal454
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Thinking about it a bit more, I don't believe that a Vtol class is needed. There are not that many matching vehicles and there are quite a lot of playthroughs where there will be not a single Vtol, especially when having something like WW2, Vietnam, 80s/90s or such.

Well, I guess helis and planes, then? Community version doesn't support any OPTRE or STARWARS modsets, + we make usage out of VTOL's more often. Can we left VTOL's in ours?

And what about unmanned category and separating apcs and tanks?

@Bob-Murphy
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It makes sense to create categories which are compatible with most modsets and not orient them based on edgecases.
If there would be way to automatically have empty categories hidden, then I would be fine with having edge-cases like for Vtols or unmanned vehicles.
Unless we have that, having Vtols and unmanned shouldn't be done.
Regarding APCs vs Tanks, I will check with the team and let you know. That's nothing I want to decide on my own.

And regarding having Vtols in your version, License says No.

@wersal454
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It makes sense to create categories which are compatible with most modsets and not orient them based on edgecases. If there would be way to automatically have empty categories hidden, then I would be fine with having edge-cases like for Vtols or unmanned vehicles. Unless we have that, having Vtols and unmanned shouldn't be done. Regarding APCs vs Tanks, I will check with the team and let you know. That's nothing I want to decide on my own.

And regarding having Vtols in your version, License says No.

I have cut vtols, waiting for the apcs and tanks decision
image
image

@wersal454
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wersal454 commented Sep 19, 2024

It makes sense to create categories which are compatible with most modsets and not orient them based on edgecases. If there would be way to automatically have empty categories hidden, then I would be fine with having edge-cases like for Vtols or unmanned vehicles. Unless we have that, having Vtols and unmanned shouldn't be done. Regarding APCs vs Tanks, I will check with the team and let you know. That's nothing I want to decide on my own.
And regarding having Vtols in your version, License says No.

I have cut vtols, waiting for the apcs and tanks decision image image

Technically, we could add artillery category, since it has actually a different gameplay/control mechanics

@wersal454
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mr-bean-waiting

@ante185 ante185 requested a review from Tiny-DM November 10, 2024 19:00
@Bob-Murphy
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@wersal454
First and foremost, kinda sorry for the late reply :D
So, we just had the first meeting in a while and finally talked about the PR.

Here our notesfor the categories:

  1. adding a category at the top for land vehicles that can go undercover as it can be hard to quickly distinguish them, especially when the camo is changed
  2. keep normal land vehicles
  3. implement APCs as split from Tanks
  4. Keep tanks
  5. Helis
  6. Planes
  7. Boats
  8. Mortars

Again, apologies for the late reply.
Nevertheless, the PR will make it in the next version, even if it took a while to reply.

Cheers mate!

@wersal454
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wersal454 commented Nov 10, 2024

@wersal454 First and foremost, kinda sorry for the late reply :D So, we just had the first meeting in a while and finally talked about the PR.

Here our notesfor the categories:

  1. adding a category at the top for land vehicles that can go undercover as it can be hard to quickly distinguish them, especially when the camo is changed
  2. keep normal land vehicles
  3. implement APCs as split from Tanks
  4. Keep tanks
  5. Helis
  6. Planes
  7. Boats
  8. Mortars

Again, apologies for the late reply. Nevertheless, the PR will make it in the next version, even if it took a while to reply.

Cheers mate!

  1. not sure if doable, only if to check case (_class in undercoverVehicles): { 0 } in fn_getCatIndex

  2. eeh,
    image
    "mortars" are all turrets (hmg,AT,AA,MORTARS,unmanned turrets)

@Tiny-DM
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Tiny-DM commented Nov 10, 2024

  1. not sure if doable, only if to check case (_class in undercoverVehicles): { 0 } in fn_getCatIndex

  2. eeh,

    "mortars" are all turrets (hmg,AT,AA,MORTARS,unmanned turrets)

"Mortars" was a bit of a misnomer, a general statics category is what we were looking for.
The idea for the undercover vehicles is that the current "cars" category is split into undercover and overt vehicles.

missed this one

also untested
untested
@wersal454
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I also figured out a way how to add dlc/mod icons, so we could mark vehicles from dlc's to let people know if they can use them or not.

@wersal454
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image

@wersal454 wersal454 changed the title Additional garage categories Additional garage categories + dlc info Nov 29, 2024
@ante185
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ante185 commented Dec 6, 2024

image
image

22:42:29 Warning Message: Picture a3a_icon_hidevic not found

@wersal454
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image image

22:42:29 Warning Message: Picture a3a_icon_hidevic not found

try again

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4 participants