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Generator - Optimize events & improve logic#273

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Mike-MF merged 9 commits into
mainfrom
generator_events_optimization
Jun 20, 2026
Merged

Generator - Optimize events & improve logic#273
Mike-MF merged 9 commits into
mainfrom
generator_events_optimization

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@TenuredCLOUD

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When merged this pull request will:

  • remove all remoteExec instances replace them with CBA events

  • removed ui for generators entirely, now using ACE interactions

  • added failure to start RNG logic since most generators do not start with one cord pull

  • added pfh termination to power nearby logic on run stop

  • added CBA class EH's for generator init for starting variable values

  • added new localization strings for some newer ACE interactions

IMPORTANT

  • Development Guidelines from ACE are the expected standard.
  • Title of this PR uses our standard template Component - Add|Fix|Improve|Change|Make|Remove {changes}.

- remove all `remoteExec` instances replace them with CBA events

- removed ui for generators entirely, now using ACE interactions

- added failure to start RNG logic since most generators do not start with one cord pull

- added pfh termination to power nearby logic on run stop

- added CBA class EH's for generator init for starting variable values

- added new localization strings for some newer ACE interactions
- added new assets `kvaGenerator` & `dieselGenerator` since original generators other than portable are building class and do not work with CBA class EH's

- fixed generators going negative fuel values

- moved to `createSoundSource` for run audio logic since `createSoundSource` is JIP proof, and automatically loops

- started adding lightSource class EH's to `blackout` component for more improved logic handling for dynamic sources that can be spawned during gameplay, aiding with `generator` component logic
- added syphon logic to generators for fuel removal

- added server tracking for running generators, if all players leave a session the server should automatically turn off all running generators

- all generators now inherit from `Static` rather than portable gen class to get grad persistence to properly track thier data

- fixed audio sources for petrol & diesel generator run loop sfx, removed fadeOut effects on audio so looping soundSources should sound better and not have a "pause" in between

- moved sound values and such config entries vs massive setVariable blocks for each generatror

- added Contact DLC lighting and battery boxes

- started WIP of solar and battery objects

- added more localized strings to new `power` component
- removed powered building effect from `temperature` component, since a lot of buildings in A3 do not have HVAC systems this doesn't really make sense... (immersion)

- removed automotive battery options for `fuel` automotive batteries use DC power, IRL you'd need an inverter of sometype to run the fuel pumps... (immersive overhaul)

- added a GRAD persistence hook that stashes AE3 devices into a hashmap that GRAD saves, once a reload happens, the hash is rebuilt and devices are respawned with thier respective data values...

- added AE3 API integration, rather than reinventing the wheel attempting to get my own power grid framework working, I went back to AE3 since I finally got it to be persistent

- removed fuel component ui's deprecated with ACE refuel API

- moved fuel component to use ACE's refuel API, much better immersive and was planned for a future release anyways

- `common` added boolean return for `itemDecrement` function

- modified `maintenance` `initVehicles` function to use ACE refuel API for fuel capacity for vehicles, or default to original vehicle config

- updated readme for AE3 integration
@TenuredCLOUD TenuredCLOUD requested a review from Mike-MF June 20, 2026 06:18
@TenuredCLOUD TenuredCLOUD marked this pull request as ready for review June 20, 2026 06:18
TenuredCLOUD and others added 4 commits June 20, 2026 16:26
update workflow, attempted workaround for build fix, if no fix will revert
see if we can fix permission denied
comma separation for required mods
@Mike-MF Mike-MF added this to the 2.0.0 milestone Jun 20, 2026
@Mike-MF Mike-MF merged commit 1c5e8e5 into main Jun 20, 2026
2 checks passed
@Mike-MF Mike-MF deleted the generator_events_optimization branch June 20, 2026 23:51
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3 participants