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10.0 10.0 2.0 2.87 MB

Promod for Venice Unleashed

Home Page: https://community.veniceunleashed.net/t/promod-the-competetive-bf3-experience/1143

Lua 62.66% HTML 0.47% SCSS 6.49% TypeScript 30.28% JavaScript 0.10%
venice-unleashed

kpm's Introduction

馃懢 K谩l贸czi Kevin

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Developer and product designer from Hungary, with a strong interest in React, PHP, design, games, and music.

I am currently employed at "Different Fejleszt艖 Kft." and have over 5 years of industry experience. My expertise lies in frontend development, design, and interactive solutions.

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kpm's Issues

Bomb IconEntities too high

Mostly on smaller maps with multiple levels/floors it can be really confusing when the bomb marker icon is not actually at the bombsite, but around 10 meters above.

We are running promod currently on Scrapmetal , take a look at the screenshot :
marker

Is this by design ? Or just never noticed ?

It's probably something small around those lines :

function kPMShared:SpawnIconEntities(p_Trans, p_Id)
    local s_CustomMapMarkerEntityData = nil
    print("SpawnIconEntities: "..p_Id)
    if p_Id == "A" then
        s_CustomMapMarkerEntityData = MapMarkerEntityData(ResourceManager:SearchForInstanceByGuid(self.m_CustomMapMarkerEntityAGuid))
    elseif p_Id == "B" then
        s_CustomMapMarkerEntityData = MapMarkerEntityData(ResourceManager:SearchForInstanceByGuid(self.m_CustomMapMarkerEntityBGuid))
    end

    if s_CustomMapMarkerEntityData ~= nil then
        local s_EntityPos = LinearTransform()
        s_EntityPos.trans = p_Trans.trans

        local s_CreatedEntity = EntityManager:CreateEntity(s_CustomMapMarkerEntityData, s_EntityPos)

        if s_CreatedEntity ~= nil then
            s_CreatedEntity:Init(Realm.Realm_ClientAndServer, true)
        end
    else
        print('err: s_CustomMapMarkerEntityData - could not spawn icon.')
    end
end

Killcam bug

If you get killed last and the round is over you get respawned (when the gamestate is strat) but your camera will still follow the player that killed your for around 4-5 seconds.

No HUD display

When I load the mod as you requested, I find that no ui is displayed, and typing the command doesn't seem to work

Select side after knife round

Get the squad leader of the team that won the knife round, let him choose which side his team wants to start.

Needs a bit of UI (or can be chat based).

If no side selected after 10 or so seconds, select the default side (attackers).

attempt to index a nil value

[2020-12-20 23:56:05+01:00] [error] [VeniceEXT] [kpm] Error: [string "__init__.lua"]:907: attempt to index a nil value (local 's_Player')
stack traceback:
        [string "__init__.lua"]:907: in method 'DisablePlayerInputs'
        [string "__init__.lua"]:901: in function <[string "__init__.lua"]:900>
        ```

Set server settings when mod loaded

vars.miniMapSpotting true
vars.3dSpotting false
vars.killCam false
vars.nameTag false
vars.3pCam false
vars.friendlyFire true
vars.idleTimeout 0
vars.autoBalance false
vars.teamKillCountForKick 0
vars.teamKillKickForBan 0
vars.regenerateHealth false
vu.ColorCorrectionEnabled false
vu.SunFlareEnabled false
vu.SuppressionMultiplier 0
vu.DestructionEnabled false

Holding {interact} mouseup needed

Holding {interact} should require a mouseup event before un-readying again imo. otherwise you're unready before you even know what happened

IMPORTANT: Bomb Planting

We need to spawn the two bombsites with icons on the minimap too.

If you are an attacker you can press and hold then interact key inside a set radius of any bombsites to plant. (Client / init,lua already has some code for this). After planting disable or remove the other bombsite.

Defenders can defuse the same way attackers plant.

Disable all movement and shooting when planting or defusing.

If the bomb explodes or defused the round should end. Reset / cleanup the bombsites every round.

Force players into squads

function kPMServer:OnPlayerFindBestSquad(p_Hook, p_Player)
    -- TODO: Force squad
end

Fix up this code in Server / init.lua

Start warmup automatically

The Warmup (And the beginning of a new round) now only start if someone types " !warmup " in the chat. Shouldn't this be automatic when for example enough player have joined the server ? And if there are too many ppl still missing then it should display a message "waiting for more players for warmup" or something similiar.

Team mix-up bug

It occurs on a regular basis that one can end up on the wrong side , like an imposter. In the scoreboard he is listed as "Attacker" but spawns in the Defender Team, and Defender Spawn. So he can't defuse the bomb. On the other hand he can be listed as "Defender" but spawns in the Attacker Team, can't plant the bomb.

I can't really tell why and when this is happening , but it happens ... a lot !
Just wanted to dump this here.

Weaponslot issues

LoadoutManager.lua - from line 94.

self.m_PlayerLoadouts[p_Player.id] = {
    Class = p_Data["class"],
    Weapons = {
        ResourceManager:SearchForDataContainer(p_Data["primary"]["Vext"]),
        ResourceManager:SearchForDataContainer(p_Data["secondary"]["Vext"]),
        ResourceManager:SearchForDataContainer(p_Data["tactical"]["Vext"]),
        ResourceManager:SearchForDataContainer(p_Data["lethal"]["Vext"]),
        ResourceManager:SearchForDataContainer("Weapons/Knife/U_Knife")
    },
    Attachments = {
        ResourceManager:SearchForDataContainer(p_Data["primaryAttachments"]["Sights"]["Vext"]),
        ResourceManager:SearchForDataContainer(p_Data["primaryAttachments"]["Primary"]["Vext"]),
        ResourceManager:SearchForDataContainer(p_Data["primaryAttachments"]["Secondary"]["Vext"])
    }
}

Every weapons should correspond to the corrent WeaponSlot.

It works for now but you can only select some weapons using the scroll wheel.

Game end

Needs a special screen UI side and need to finish the logic server and client side.

Balance the kits and weapons

For 1.0 we shouldn't modify weapon handling but classes play huge role in this mod.

Classes have unique items to use for example: Sniper class can use a MAV to scout for enemies.

Auto-join issue

Sometimes they happen to auto-join and don't evenly separate the players

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