Generator - Optimize events & improve logic#273
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- 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
update workflow, attempted workaround for build fix, if no fix will revert
see if we can fix permission denied
Update arma.yml
comma separation for required mods
Mike-MF
approved these changes
Jun 20, 2026
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When merged this pull request will:
remove all
remoteExecinstances replace them with CBA eventsremoved 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
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