[Collab] F2 - 2-7-0 - Better than Appletini!

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wolfenswan
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[Collab] F2 - 2-7-0 - Better than Appletini!

Post by wolfenswan »

This is a historic moment comrades. There are cracks in FOLK's autocratic foundation and we, the people and also Tigershark, can seize this moment to turn F2 2.7 into a true revolutionary tool to educate the masses. F2 2-7-0 can be everything we ever dreamed of but didn't dare to say. Like Domi...:commissar:

Revolutionary bulletpoints
  • More smokes, but not the imperialist american ones
  • 4 HE & 4 Smoke for FTL rifles (drop the pistols?)
  • Single colored smokes for marking LZs
  • Backpacks to carry socialist literature and more ammunition
  • Incorporate mike's orbat addon (if possible and he's cool with it (if not we have to find other ways))
  • Official Forks for regular A2 and/or I44 (first could be included in main F2)
Last edited by wolfenswan on Tue Oct 23, 2012 9:23 pm, edited 1 time in total.

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Ferrard Carson
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Re: [Collab] F2 - 2-7-0 - Better than Appletini!

Post by Ferrard Carson »

Backpacks would be freakin' fantastic - Assuming 8-space packs I think something like this...
AAR - 4 spare rifle mags, 2 spare AR mags
FTL - 2 spare rifle mags, 4 spare 203 / GP HE, 2 spare smoke (grenades? 203 / GP smoke markers?). Maybe replace the smoke with a satchel charge so that we can do field demolitions on any map, or use them to breach a wall / building.
SL - 4 spare 203 / GP HE, 4 spare 203 / GP smoke rounds.
Attachment Assistants - nothing but more ammo. Tons more ammo. MMG will never run dry. Probably go with 12-slot packs here so that HAT can have three spare rounds and not become Just-Another-Grunt so quickly.

Also, let's get rid of the 203 / GP flare rounds - none of us know how to use them well, it doesn't make sense on daytime missions, and on nighttime missions we usually have NVGs anyways.

As for pistols... AFAIK, only AR's have pistols. For lulz, the CO should just have a Makarov. It's the party spirit, comrade.

~ Ferrard
"Take a boat in the air you don't love, she'll shake you off just as sure as the turnin' of the worlds. Love keeps her in the air when she oughta fall down, tells you she's hurtin' before she keels... makes her home."

Nullkigan
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Re: [Collab] F2 - 2-7-0 - Better than Appletini!

Post by Nullkigan »

Most of this is where I was with Propo/LeadStocks/Belenus.
  • CO could potentially be boosted to Revolver, but should NOT lose rifle - smaller playercount missions still need leadership, and that means being combat effective
  • FTL should be 2 HE, 4 Smoke
  • AAR should be 4-6 HE, giving him an active role (FTL: lead, AR: supress doorways, AT: AT, AAR: cracking bunkers, light vehicles, etc)
  • Makarovs stay for AR/MMG/etc (swap out my ammo for an RPG7 will you? :argh: )
  • Backpacks should be two rifle magazines, one carbine magazine, three grenades - yes, get people throwing them more, it can only end well
    • AAR should have 1 RAT/2 AR mags, any spare capacity should be rifle mags
  • SL get 1-2 satchels in backpack, it's a good idea and still keeps them rare
  • Never add scopes - they are not situational
  • Add optional module: My visual Orbat display
    • It can be set to update in realtime, but more importantly is easier to read than a text page - it does require config per mission though
  • Add optional module: Intro text, musical sting - Just to make it a bit more distinct than the current approach of "depbo cholo for the commands" (see in Propo and ?Landing?)
  • Add optional module, enabled by default: actionmenu to join a new group (see Propo/Belenus/Big Air, iirc) - 0-8-1. Makes field reorgs less painful.
  • Add optional module: Lock all vehicles param? (default off)
  • Medics get HE AA-12, M32 with smoke, more smoke, more smoke, glass bowls, pay rise
For now.

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fer
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Re: [Collab] F2 - 2-7-0 - Better than Appletini!

Post by fer »

This discussion can be happening in the Missions sub-forum, you know. Any objections?

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wolfenswan
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Re: [Collab] F2 - 2-7-0 - Better than Appletini!

Post by wolfenswan »

This discussion can be happening in the Missions sub-forum, you know. Any objections?
None.

Standarized loadouts for vehicles (i.e.: clearing the cargospace and refilling it)

Initial testing has shown that this can easily be added to the existing assignGear structure.

Motorized Platoons

Thanks to ArmA it's not possible to move player units in cargo via the init.sqf or other scripting in a convenient way. Putting the code in the init field of a unit or gamelogic however works fine.

If we want to provide missionmakers with a motorized platoon, the easiest way would be to pre-place the trucks in F2 and put the relevant moveInCargo code in it's init:

Code: Select all

UnitRU_ASL moveInDriver RU_Tr1; UnitRU_M moveInCargo RU_Tr1;
{{_x moveInCargo RU_Tr1} forEach units _x} forEach [GrpRU_A1,GrpRU_A2,GrpRU_A3];
Alternatively a single gamelogic could contain the entire code for a platoon.

If the mission makers don't want a pre-loaded or motorized platoon they could simply delete the vehicle or code.

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fer
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Re: [Collab] F2 - 2-7-0 - Better than Appletini!

Post by fer »

Please make pull requests against the dev branch (we'll treat master as stable/release).

2-7-0 Target
  • OA and A2 platoons
  • Updated loadouts (all OA and A2 platoons, introduction of aimpoints/kobras etc.)
  • Alternative loadouts for some factions
  • Dependency scripts for new platoons (markers, Group IDs)
  • Vehicle cargo functionality
  • Back-packs toggled ON by default
  • ORBAT generator
  • Change F2 readme location to the mission folder
Stretch
  • ACRE support (toggled OFF by default)
  • Action menu join/lead group
Note: In addition to all of the above, we'll be making updates to the wiki - maybe also upgrade/swap-out the current wiki platform.

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wolfenswan
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Re: [Collab] F2 - 2-7-0 - Better than Appletini!

Post by wolfenswan »

  • OA and A2 platoons - done
  • Updated loadouts (all OA and A2 platoons, introduction of aimpoints/kobras etc.) - done, , general QA done, suggest second party QA
  • Alternative loadouts for some factions - us_alt and acr included, any other factions?
  • Dependency scripts for new platoons (markers, Group IDs) - done, general QA done, suggest second party QA
  • Vehicle cargo functionality - feature complete, needs faction-specific implementation and balancing
  • Back-packs toggled ON by default -done
  • ORBAT generator
  • Change F2 readme location to the mission folder - ?
Stretch
  • ACRE support (toggled OFF by default)
  • Action menu join/lead group
Proposals:
- Make the custom group teleport (Highway) an optional F2 feature. It's easy to have it working with vehicles as well.
- include an optional script that allows FTLs to place a single tripflare

Black Mamba
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Re: [Collab] F2 - 2-7-0 - Better than Appletini!

Post by Black Mamba »

For some reason I seem to have missed this discussion and the fact that a new version of F2 was in the works.
As I said earlier, if you need any help (even for a boring job) don't hesitate to ask!

Fer, any feedback regarding that execVM / spawn thing I PM'd you about?

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fer
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Re: [Collab] F2 - 2-7-0 - Better than Appletini!

Post by fer »

Black Mamba wrote:Fer, any feedback regarding that execVM / spawn thing I PM'd you about?
Apologies, comrade Black Mamba. Let's try and connect via Skype and GitHub this week, and perhaps you can show the rest of the team what you have in mind there. The repo is on GitHub at ferstaberinde/F2, and we're working against the branch called 'dev'.

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fer
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Re: [Collab] F2 - 2-7-0 - Better than Appletini!

Post by fer »

@ Black Mamba - Thanks for your pull request, it's integrated.

@ All - Proposal for trucks and IFV pre-fab cargo loads (via Wolfenswan's edits to the assignGear scripts) is for items to allow a standard infantry squad to totally re-equip. Rationale: the issue we are attempting to address is the increased use of rounds cause by the revised approaches to fire-and-movement introduced by Tigershark's workshops. Specialist kit - such as rockets for HAT - should be more tightly controlled by the mission maker.

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