-
Notifications
You must be signed in to change notification settings - Fork 25
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Add ACE3-compatible vanilla-faction loadouts, and create functionality to hide these loadouts. #330
Comments
In my case I simply deleted the loadouts as such: https://github.com/ARCOMM/arc_misc/blob/0042f66f8f5e8fb64c95eac034c9ccb68583565f/addons/tmf_loadouts/CfgLoadouts.hpp#L2-L9 |
One of the aims of TMF is to be usable by any community. The only external dependencies are CBA and ACRE. The provided loadouts therefore are deliberately vanilla open. So ACE3 loadouts are out of scope (this is also problematic due to the customisable nature of ACE medical and medical supplies are one area communities tend to different). Loadouts are a time consuming thing to create and so having the ability to more easily share loadouts between communities is an interesting/desirable one to explore. As you suggest one way to do this is to have a way to declare dependencies so that unusable loadouts aren't visible. This is an interesting idea however we ultimately want to give communities total control here so a very limited set of vanilla loadouts is currently preferable as communities are then free to load their own loadouts through their own loadout pbos that offer more. |
Maybe we should move our provided loadouts into its own pbo, so one can easily just get rid of them. |
Alternatively create a template repository that also deletes the regular loadouts, so you don't have to rely on people adding/removing files each update. |
It's come up in the Republic of Folk that two types of vanilla faction loadouts exist: The TMF core loadouts that we never use (because they aren't ACE3 compatible), or our own versions (that are). These loadouts double up, and I'd considered that to be fine up until now.
Chatting with Bear, turns out that multiple loadouts of the same faction with no outward differences isn't quite as acceptable in 1Tacistan, so I suggest that:
A: Make more loadouts for the TMF core loadouts (potentially including camouflage variations). These loadouts would be ACE3 compatible and exist alongside the vanilla loadouts, which ties in with:
B1: Create functionality to hide the ability to select a loadout depending on whether or not ACE3 is running, or B2: Actively switch loadout versions depending on same.
The end result of A and B1 together would be that there would be no need for duplicate loadouts as there is currently (which I'm still not fussed with), and of A and B2 would be the same, but there would be no hassle with changing over loadouts for communities transitioning toward or away from ACE3.
In the case of A alone, a community that accidentally selects an ACE3 loadout will find itself deprived of infantry medical equipment, but as with loadouts with an item name typo, won't suffer crashes. (According to what I've experienced in the editor, anyway.)
The text was updated successfully, but these errors were encountered: