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Releases: WirtsLegs/WirtsTools

v2.2.3 - Minor Bugfixes

23 Jan 00:21
c433671

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Final release before moving to the new structure, fixes some minor bugs in the weapon filter features

Cleanup and refresh

27 Sep 03:06
8dec988

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What's Changed

Moving to version 2.2.2

This doesn't introduce many new features but cleans up the script, fixes some small bugs, removes redundant code, adjusts things so its less likely to conflict with libraries such as MIST, and makes things a bit more modular with the grouping of utility functions common to multiple features into a utility table.

New Features

This release includes the addition of the ability to pass functions to the weapon features for two purposes

  1. filtering: want to use your own custom logic? well now you can
  2. update calls: you can provide a function that will be called on each update of the weapon instance (very rapid)
  3. change calls: you can provide functions that will be called each time the state of the instance changes (eg amount of weapons present etc)

Additionally in utility there are now detonateGroup and detonateUnit functions for ease of use

Full Changes: v2.2.1...v2.2.2

Bugfixes and shot counter

14 Feb 16:59
934364a

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This is a small update to fix some bugs and add a small feature

Bugs Fixed

  • Weapon Near would sometimes not remove a weapon from its count if the weapon was destroyed while it was near the unit in question
  • Weapon in Zone would sometimes not remove a weapon from its count if the weapon was destroyed while it was in the zone

Features Added

WT.weapon.shot() added, feature is a simple shot counter working with the weapon filters, added as the person that discovered the above bugs was relying on the bugs to effectively perform this function.

v2.2.0 - Weapon System Overhaul

23 Jan 17:11
ecf4776

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This release adds a few new features and completely overhauls how features like impactInZone and impactNear work, if you have previously used those features please read the readme in detail before dropping in this new version into an old mission.

I have moved to a weapon filter system, that while complicating use of these features slightly adds a huge amount of flexibility and allowed be to combine certain common elements for significant performance gains.

Specific features added:

  • Weapon Near: detect when weapons fly near a given target (count amount of weapons of the desired type are near at any given time set in a flag)
  • Weapon in Zone: count amount of weapons of a given type are in a zone (quad point or circle zone)
  • Weapon Hit: count impacts of given weapon types on a target unit (note experimental as the hit event can have issues in multiplayer)

These features, as well as the impact in zone and impact near featured benefit from the new weapon filter system which allows you to easily define criteria for the weapons you want to function on (using any combo of weapon name, category, coalition, guidance type, missile type, or warhead type)

2.1.6 - IR Strobe Update

05 Nov 20:08
fc28b08

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Moved project to GitHub and incorporated suggested change from Jumphigh to enhance IR Strobe function

IR Strobe call can now define a location relative to the unit where the strobe will appear, coordinates used stay relative to the unit itself. This will allow you to attach the strobe to a specific location on a vehicle or aircraft