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v0.96.8

Open Wyqer opened this issue 4 years ago • 1 comments

Q A
Needs wipe? yes

Description:

Pull Request for the next update. Currently in draft state as a "not binding ToDo list". We might add or remove some points in the following list during the work on that update.

Content:

  • [x] (Re)organize the structure of the files/folders (scripts folder and reorganize functions from functions folder)
  • ~~[ ] Equalize names of global variables in the whole framework~~partially done
  • [x] Add proper headers to presets
  • [ ] Add AA/Mortar spawning to enemy bases as constant units (maybe with dynamic simulation) to create a more immersive threat in enemy territory. And to have a strategic approach to take towers and bases before attacking a city (which would cause mortar support from bases and angry civs for destroyed buildings)
  • [x] Add a carry function as replacement for the crate pushing (enabled, if no ace is loaded)
  • [ ] Add a similar function to escort prisoners. Example from 0.97.0
  • [ ] Add KP cratefiller for the "Salvage Depot" and rename it to a logistic station or similar
  • [ ] Improve JIP remoteExec by not using objects as jipID as it's not stackable
  • [ ] Ensure reinitialization of Zeus modules and/or create zeus completely via scripts like in 0.97.0.
  • [ ] Remove trigger zones in SQMs, play music via script and open respawn dialog via EH.

Wyqer avatar May 18 '20 12:05 Wyqer

  • [ ] Add AA/Mortar spawning to enemy bases as constant units (maybe with dynamic simulation) to create a more immersive threat in enemy territory. And to have a strategic approach to take towers and bases before attacking a city (which would cause mortar support from bases and angry civs for destroyed buildings)

Maybe instead of Dynamic Simulation, what if these units were "made virtual"? (for example what ALiVE mod does) I could see these units being all spawned on the first sector activation of the military base, and when said base sector deactivates save "all static units are still alive". When the sector is activated once again then spawn back only the alive units once more.

I also suggest to NOT save the state of "constant units" between server restarts.

LuizBarros99 avatar Apr 13 '21 20:04 LuizBarros99