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3CB Mods Released

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Posted: Tue Nov 04, 2014 6:21 pm     Super secret spam barrier
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Great work everyone, looking forward to trying it out 


Posted: Tue Nov 04, 2014 8:37 pm     Super secret spam barrier
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Excellent work.


Posted: Tue Nov 04, 2014 9:49 pm     Super secret spam barrier
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Brilliant , again :)


Posted: Wed Nov 05, 2014 8:20 am     Super secret spam barrier
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Been playing with the Wildcat last night in my practice session.  Awesome stuff! <3


Posted: Wed Nov 05, 2014 5:56 pm     Super secret spam barrier
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Posted: Thu Nov 06, 2014 12:18 pm     Super secret spam barrier
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Excellent stuff. I take it this means we can just drop BAF units into missions from the editor without needing to completely overhaul their loadouts and uniforms via script?

You might have made a s**t ton of coding I did the other day irrelevant, but it's for the best. *sniff*


Posted: Thu Nov 06, 2014 2:21 pm     Super secret spam barrier
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It's okay Dom, we'll make it through this :'(

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Posted: Thu Nov 06, 2014 2:34 pm     Super secret spam barrier
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dom.stb wrote:
Excellent stuff. I take it this means we can just drop BAF units into missions from the editor without needing to completely overhaul their loadouts and uniforms via script?

You might have made a s**t ton of coding I did the other day irrelevant, but it's for the best. *sniff*

Yes, all the loadouts are in place, although they will need some script tweaking to modify for AGM.
Even better, you can drop-in entire Sections from the Group menu in 3CB format.

In my opinion it's too early to be creating new templates at present because of the fluidity with the modset, and I have always stated that I'll be updating my template when things are settled down.
Not to discourage you from working on it, but don't be surprised if some effort goes to waste because of changes to the mods or features over the next few months.


Posted: Thu Nov 06, 2014 2:58 pm     Super secret spam barrier
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I have to disagree with you there, Apollo. We're not building a template, we're building a framework. 99% of the framework we've built is purely functions to allow mission makers to more fluidly create missions. We did add a component for gear, but it's so flexible it really doesn't matter. The functions built into the framework aren't hard-dependent on any mods. Besides, almost all of the features built into the framework are missing from the v1.9 template. The mod REQUIRES Trixies, whereas our framework doesn't - don't knock it before you know what's in it, is all I'm saying.

No time spent on the framework has been a waste - trust me.

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Posted: Thu Nov 06, 2014 3:15 pm     Super secret spam barrier
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One thing Howl - in order for a framework to be sustainable and easy-to-use (especially for less script-savvy mission makers) it needs to be completely independent and self-enclosed. By this I mean that scripts do not rely heavily on other scripts/functions (unless these functions are all defined in one core place). The only flaw with a framework like the F3 framework (for example), is that it relies on too many includes (e.g. fn_assignGear.sqf relies on f_assignGear_csat.sqf which relies on f_assignGear_csat_b.sqf and f_assignGear_attachments.sqf and f_assignGear_clothes.sqf). To me it's a complete mess and so convoluted it's frustrating to work with.

If you're already aware of this, ignore me. I'm looking forward to seeing this framework of yours ;)


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