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v8.1 (stable)
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T-MaxWiese-T committed Mar 6, 2021
1 parent 2a4a592 commit 810dd50
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2 changes: 2 additions & 0 deletions CHANGELOG_SEF.txt
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@@ -1,3 +1,5 @@
ATTENTION: SEFC DOES NOT CONTAIN CONTENT CHANGES AND SOME THINGS ARE NOT TAKEN OVER!

### v7.1

#### ALL CHANGES ####
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11 changes: 9 additions & 2 deletions CHANGELOG_SEFC.txt
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@@ -1,8 +1,15 @@
### v8.1 (stable) (main version) SEF Community Mod
- Updated to the latest SEFv7.1(Beta) state
- Added description with armorpenetration protection level to the helmets
- Added missing image for one helmet


----------------------------------------------------------------------------------------------------------------------------------------------- stable stage
### v8.01.1 (Beta) (main version) SEF Community Mod
- Fixed crash when SWAT AI has arrested someone (thanks to mcdimm for the hint)
### v8.01
- Fixed crash with certain suspects
- Updated to the latest SEFv8(Beta) state
- Updated to the latest SEFv7.1(Beta) state
- Updated SFX Improvement Mod from v5 to v6.0.1 (thanks to EFdee)
- Fixed some sound bugs
- Fixed wrong G36k silenced iron sight
Expand All @@ -29,7 +36,7 @@
- Removed HOV Mod because it offers no real added value. Maybe some content will be added again but not everything
- Restored SEFv7 vests and helmets
- Reduced weapon clipping (inspired by Beppegoodoldrebel)

--------------------------------------------------------------------------------------------------------------------------------------------------------- Beta stage

### v7.10.1 (stable) (main version) SEF Community Mod
- Added new images for the mich2000 helmets and for the beretta pistol
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Binary file modified Content/Classes/SwatProtectiveEquipment_sefc.u
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12 changes: 6 additions & 6 deletions SEFC backup files guide.txt
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@@ -1,16 +1,16 @@
Since I recommend to reinstall new main versions completely some data will be lost.
To avoid this you can backup some files and replace them in the new "SEFCommunityModv7" folder.
Main versions should be completely reinstalled and some data will be lost.
To avoid this you can backup some files and replace them in the new "SEFCommunityMod" folder.

Campaign progress:
SEFCommunityModv7/System -> Campaign.ini
SEFCommunityMod/System -> Campaign.ini

Your last loadouts:
SEFCommunityModv7/System -> DynamicLoadout.ini
SEFCommunityMod/System -> DynamicLoadout.ini

Your personal settings, for example, keyboard settings:
SEFCommunityModv7/System -> User.ini
SEFCommunityMod/System -> User.ini

Your mission results:
SEFCommunityModv7/System -> MissionResults.ini
SEFCommunityMod/System -> MissionResults.ini


25 changes: 13 additions & 12 deletions Source/Game/SwatAICommon/Classes/Actions/AttackTargetAction.uc
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Expand Up @@ -27,6 +27,7 @@ var(Parameters) float ChanceToSucceedAfterFiring;
var(Parameters) bool bHavePerfectAim;
var(Parameters) bool bOrderedToAttackTarget;
var(Parameters) float WaitTimeBeforeFiring;
var(Parameters) bool bSuppressiveFire;

// sensor we use to determine if we can hit the target
var private TargetSensor TargetSensor;
Expand Down Expand Up @@ -185,7 +186,7 @@ private function bool ShouldSucceed()

latent function AttackTarget()
{
local FiredWeapon CurrentWeapon;
local FiredWeapon CurrentWeapon;

if(Target == None) {
instantFail(ACT_INSUFFICIENT_RESOURCES_AVAILABLE); // Possibly fixes a bug (?)
Expand All @@ -195,20 +196,20 @@ latent function AttackTarget()

ReadyWeapon();

CurrentWeapon = FiredWeapon(m_Pawn.GetActiveItem());
CurrentWeapon = FiredWeapon(m_Pawn.GetActiveItem());

// we should have a weapon before we continue
// we should have a weapon before we continue
if (CurrentWeapon == None)
instantFail(ACT_NO_WEAPONS_AVAILABLE);

if (m_Pawn.LogTyrion)
log(m_Pawn.Name $ " AttackTargetAction::AttackTarget - CurrentWeapon: " $ CurrentWeapon.Name $ " NeedsReload: " $ CurrentWeapon.NeedsReload() $ " CanReload: " $ CurrentWeapon.CanReload());

// if our current weapon is empty, and can reload, reload
if (CurrentWeapon.NeedsReload() && CurrentWeapon.CanReload())
{
// if our current weapon is empty, and can reload, reload
if (CurrentWeapon.NeedsReload() && CurrentWeapon.CanReload())
{
CurrentWeapon.LatentReload();
}
}
else if (CurrentWeapon.IsEmpty())
{
instantFail(ACT_NO_WEAPONS_AVAILABLE);
Expand All @@ -225,14 +226,14 @@ latent function AttackTarget()
CurrentWeapon.AIInterrupt();
}

// wait until we can hit the target (make sure the target is still conscious too!)
while(! m_Pawn.CanHit(Target) && ((TargetPawn == None) || class'Pawn'.static.checkConscious(TargetPawn)))
{
// wait until we can hit the target (make sure the target is still conscious too!)
while(!bSuppressiveFire && !m_Pawn.CanHit(Target) && ((TargetPawn == None) || class'Pawn'.static.checkConscious(TargetPawn)))
{
if (m_Pawn.logTyrion)
log(m_Pawn.Name $ " is waiting to be able to hit target " $ TargetPawn);

yield();
}
yield();
}

// if we can aim at the target
if (ISwatAI(m_pawn).AnimCanAimAtDesiredActor(Target))
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Expand Up @@ -504,6 +504,7 @@ latent function ShootAtOpeningDoor()
AttackDoorGoal = new class'AttackTargetGoal'(weaponResource(), DoorOpening);
assert(AttackDoorGoal != None);
AttackDoorGoal.AddRef();
AttackDoorGoal.SetSuppressiveFire(true);

AttackDoorGoal.postGoal(self);
// do some speech
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7 changes: 7 additions & 0 deletions Source/Game/SwatAICommon/Classes/Goals/AttackTargetGoal.uc
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Expand Up @@ -16,6 +16,7 @@ var(Parameters) float ChanceToSucceedAfterFiring;
var(Parameters) bool bHavePerfectAim;
var(Parameters) bool bOrderedToAttackTarget;
var(Parameters) float WaitTimeBeforeFiring;
var(Parameters) bool bSuppressiveFire;

///////////////////////////////////////////////////////////////////////////////
//
Expand Down Expand Up @@ -72,12 +73,18 @@ function SetWaitTimeBeforeFiring(float inWaitTime)
WaitTimeBeforeFiring = inWaitTime;
}

function SetSuppressiveFire(bool suppressiveFire)
{
bSuppressiveFire = suppressiveFire;
}

///////////////////////////////////////////////////////////////////////////////
defaultproperties
{
Priority = 80
GoalName = "AttackTarget"

WaitTimeBeforeFiring = 0
bSuppressiveFire = false
}

50 changes: 25 additions & 25 deletions System/SwatEquipment.ini
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Expand Up @@ -6484,35 +6484,35 @@ Bulk=1.4
;SEFC
[SwatProtectiveEquipment_sefc.GSG9riotcamou]
PlayerUsable=true
Description=
Description=Armorpenetration: Level 2
FriendlyName=GSG9riotcamou
GUIImage=material'AddEquipGui_Tex.equip_SEK_geschl'
Weight=2.2
Bulk=2.4
[SwatProtectiveEquipment_sefc.GSG9riotblack]
PlayerUsable=true
Description=
Description=Armorpenetration: Level 2
FriendlyName=GSG9riotblack
GUIImage=material'AddEquipGui_Tex.equip_GSG9_geschl'
Weight=2.2
Bulk=2.4
[SwatProtectiveEquipment_sefc.AdvancedHelmet]
PlayerUsable=true
Description=
Description=Armorpenetration: Level 2
FriendlyName=AdvancendHelmet
GUIImage=material'AddEquipGui_Tex.AdvancedHelmet'
Weight=2.2
Bulk=2.4
Weight=2.3
Bulk=2.5
[SwatProtectiveEquipment_sefc.EliteHelmet]
PlayerUsable=true
Description=
Description=Armorpenetration: Level 2
FriendlyName=EliteHelmet
GUIImage=material'AddEquipGui_Tex.EliteHelmet'
Weight=2.2
Bulk=2.4
Weight=2.4
Bulk=2.7
[SwatProtectiveEquipment_sefc.helmetGasMask]
PlayerUsable=true
Expand All @@ -6524,35 +6524,35 @@ Bulk=2.4
[SwatProtectiveEquipment_sefc.BallisticEyewear]
PlayerUsable=true
Description=
Description=Armorpenetration: Level 0
FriendlyName=BallisticEyewear
GUIImage=material'AddEquipGui_Tex.BallisticEyewear'
Weight=2.2
Bulk=2.4
[SwatProtectiveEquipment_sefc.Headset]
PlayerUsable=true
Description=
Description=Armorpenetration: Level 0
FriendlyName=Headset
GUIImage=material'AddEquipGui_Tex.Headset'
Weight=2.2
Weight=1.2
Bulk=2.4
[SwatProtectiveEquipment_sefc.Helm]
PlayerUsable=true
Description=
Description=Armorpenetration: Level 2
FriendlyName=Helmet
GUIImage=material'AddEquipGui_Tex.Helm'
Weight=2.2
Bulk=2.4
[SwatProtectiveEquipment_sefc.SWAT5Hat]
PlayerUsable=true
Description=
Description=Armorpenetration: Level 0
FriendlyName=Hat
GUIImage=material'AddEquipGui_Tex.SWAT5Hat'
Weight=2.2
Bulk=2.4
GUIImage=material'AddEquipGui_Tex.Hat'
Weight=0.5
Bulk=0.4
;********************************
; TACTICAL AIDS
Expand Down Expand Up @@ -8802,15 +8802,6 @@ EquipmentClassName=SwatProtectiveEquipment.EnemyProTecHelmet
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=1
EquipmentClassName=SwatEquipment.NoEquipment
Validity=NETVALID_All
TeamValidity=TEAMVALID_ALL
bSelectable=1
EquipmentClassName=None
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=0
bSpawnable=True
;SEFC
EquipmentClassName=SwatProtectiveEquipment_sefc.AdvancedHelmet
Validity=NETVALID_All
Expand Down Expand Up @@ -8844,6 +8835,15 @@ EquipmentClassName=SwatProtectiveEquipment_sefc.SWAT5Hat
Validity=NETVALID_All
TeamValidity=TEAMVALID_ALL
bSelectable=1
EquipmentClassName=SwatEquipment.NoEquipment
Validity=NETVALID_All
TeamValidity=TEAMVALID_ALL
bSelectable=1
EquipmentClassName=None
Validity=NETVALID_All
TeamValidity=TEAMVALID_All
bSelectable=0
bSpawnable=True

[Pocket_Toolkit]
bSpawnable=True
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Binary file modified System/SwatGui.ini
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8 changes: 4 additions & 4 deletions System/Version.ini
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@@ -1,10 +1,10 @@
[Version]
ModName="SEF"
ChangeNumber=8.011
ChangeNumber=8.1
ChangeTime="00:00:00"
ChangeDate="2021/03/01"
BuildTime="Mon Mar 03 2021"
ChangeDate="2021/03/06"
BuildTime="Sat Mar 03 2021"

[SwatGui.ModInfo]
ModName="[b]SWAT: Elite Force Community[\b]"
ChangeNumber="v8.01.1 ([c=00FF00][b]Beta[\b][\c])"
ChangeNumber="v8.1 ([c=00FF00][b]stable[\b][\c])"

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