Added score based respawn system. Player team will now gain score by performing actions. This score can be later spent by players to respawn.
Infinte respawns options has been removed, but the same result can be achieved by setting the respawn cost to 0.
None respawns options has been removed, but the same result can be achieved by setting the respawn cost to 10000.
Added a Respawn Laptop to Ready Rooms to allow players to respawn after they leave the 'Out of Action' death screen. Hopefully this is a temporary solution.
Added 'Recommended loadout' message to Break Out when entering ready room.
Added 'Respawns availble' message on player death.
Added options for controling what type of messages and prompts will be display.
Removed the OpForSpawnMethod option form opsboard. Now, each game mode uses a unique mix of OpFor spawn methods that best suits it's style.
Missions
Kill Confirmed is now availble on Run Down
Code refactor:
Moved existing common functions into modules based on their functionality.
Moved reused code from game modes into separate modules. Now each objective, spawn method, etc., has it's own reusable module.
Created Game Message and World Prompt brokers that can be used to display world prompts and game messages to players.
Added missing docstrings to all common functions.
Added 'Mod' prefix to all module requires.
Changed names of objective modules for consistency.
New Teams module holds team info - all, alive, dead players team score - and provides functions for score based respawn.
Implemented teams class in existing scripts.
Simplified exfiltration logic and maintenance.
Added missing and removed redundandt functions in TemplateAll.
Added method for checking if actor has tag starting with prefix to Actors module.
Added closest member as second return value of GetShortestDistanceSqWithinGroup and GetShortestDistanceWithinGroup.
Updated naming of some of the teams module functions.
Updated game mode manifests.
Added descriptions at start of each game mode lua script.
Bugfixes:
Fixed a bug where neutralize HVTs objective would not complete.
Fixed typos in scripts.
Fixed AI loadouts on RunDown.
Fixed bug preventing AI from spawning in RunDown basement
Localization
Added localization strings for all the new stuff.
Other:
Updated game mode manifests to use globing, and a simple dependency system. Makes my life a lot easier.
Added WIP Navigation modules that can be used to attempt to find a route from point A to point B. The point of these modules is to guess routes players can take, so that obstacles can be setup on the way.
Started using distance squared, instead of distance, when comparing distances to increase performance.
Gameplay:
Missions
Code refactor:
Bugfixes:
Localization
Other: