Merge pull request #90 from Ghostrider-DbD-/Version-6.79-Build-110
Version 6 79 build 110
This commit is contained in:
@ -61,7 +61,7 @@ switch (_blck_WorldName) do
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case "tavi":{blck_mapCenter = [10370, 11510, 0];blck_mapRange = 14090;};
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case "lingor":{blck_mapCenter = [4400, 4400, 0];blck_mapRange = 4400;};
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case "takistan":{blck_mapCenter = [5500, 6500, 0];blck_mapRange = 5000;};
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case "lythium":{blck_mapCenter = [10000,10000,0];blck_mapRange = 6000;};
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case "lythium":{blck_mapCenter = [10000,10000,0];blck_mapRange = 8500;};
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default {_blck_WorldName = "default";blck_mapCenter = [6322,7801,0]; blck_mapRange = 6000};
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};
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@ -1,6 +1,6 @@
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/*
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by Ghostrider
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6-1-17
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--------------------------
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License
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--------------------------
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@ -12,7 +12,7 @@
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private["_missionType","_wasRunover","_launcher","_legal"];
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params["_unit","_killer"];
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//diag_log format["##-processIlleagalAIKills.sqf-## processing illeagal kills for unit %1",_unit];
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diag_log format["##-processIlleagalAIKills.sqf-## processing illeagal kills for unit %1",_unit];
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_launcher = _unit getVariable ["Launcher",""];
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_legal = true;
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@ -25,14 +25,6 @@ _fn_targetVehicle = { // force AI to fire on the vehicle with launchers if equi
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_x reveal [_vk, 4];
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_x dowatch _vk;
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_x doTarget _vk;
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if (_unit getVariable ["Launcher",""] != "") then
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{
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_x selectWeapon (secondaryWeapon _unit);
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_x fireAtTarget [_vk,_unit getVariable ["Launcher",""]];
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} else {
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_x doTarget _vk;
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_x doFire _vk;
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};
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};
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} forEach (call blck_fnc_allPlayers);
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};
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@ -78,7 +70,13 @@ if (typeOf _killer != typeOf (vehicle _killer)) then // AI was killed by a vehi
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};
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};
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if ( blck_VK_GunnerDamage &&((typeOf vehicle _killer) in blck_forbidenVehicles or (currentWeapon _killer) in blck_forbidenVehicleGuns) ) then {
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if ( blck_VK_GunnerDamage ) then
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{
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if ((typeOf vehicle _killer) in blck_forbidenVehicles) then
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{_legal = false;}
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else {
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if ((currentWeapon _killer) in blck_forbidenVehicleGuns) then { _legal = false;};
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};
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#ifdef blck_debugMode
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if (blck_debugLevel > 2) then
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{
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@ -86,12 +84,12 @@ if ( blck_VK_GunnerDamage &&((typeOf vehicle _killer) in blck_forbidenVehicles o
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};
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#endif
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if (blck_VK_Gear) then {[_unit] call _fn_deleteAIGear;};
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[_unit, vehicle _killer] call _fn_targetVehicle;
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[vehicle _killer] call _fn_applyVehicleDamage;
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[_killer] call _fn_msgIED;
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_legal = false;
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if !(_legal) then
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{
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[_unit, vehicle _killer] call _fn_targetVehicle;
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[vehicle _killer] call _fn_applyVehicleDamage;
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[_killer] call _fn_msgIED;
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};
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};
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_legal
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@ -81,25 +81,27 @@ _missionLootVehicles = [ // Paste appropriate lines from the output of M3EDEN E
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// When blank nothing is spawned.
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// You can use the same format used for _missionLootBoxes to add vehicles with/without loot.
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_minNoAI = 3; // Modify as needed
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_maxNoAI = 4; // Modify as needed.
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_noAIGroups = 1; // Modify as needed; note that these values are ignored of you specify AI patrols in the array below.
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_minNoAI = 4; // Modify as needed
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_maxNoAI = 6; // Modify as needed.
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_noAIGroups = 2; // Modify as needed; note that these values are ignored of you specify AI patrols in the array below.
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_missionGroups =
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[
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// Intended to be land-based units or units manning some sort of above-water structure.
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// position relative to center, difficulty, no AI, minRadius, maxRadius
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// [[1,-1,-1],"red",4, 5,10]
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// [[1,-1,-1],2,3,"red", 5,10]
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];
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_scubaGroupParameters = [
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// [ [px, py, pz] /* position*/, "difficulty", 4 /*Number to Spawn*/, 5,10 /* min/max radius of patrol*/]
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[[-1,1,-1],"red",4, 5,10],
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[[1,-1,-1],"red",4, 5,10]
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// Scuba units.
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// [[-10.9121,-10.9824,-1.20243],5,7,"Green",5,12],
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[[-2,2,-1],2,3,"red", 5,10],
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[[2,-2,-1],2,3,"red", 5,10]
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];
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//_noVehiclePatrols = blck_SpawnVeh_Red; // Not useful for marine missions which we assume need pre-defined positions for vehicles.
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// These are surface patrols.
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_vehiclePatrolParameters = [
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// ["B_MRAP_01_hmg_F",[27.8945,100.275,0],0,[true,false]],
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["B_T_Boat_Armed_01_minigun_F",[1.21094,1.01465,0],0]
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["B_T_Boat_Armed_01_minigun_F",[2,2,0],0]
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//["B_T_Boat_Transport_01_F",[16.7676,43.083,-0.00134277],"red",4, 75,60]
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]; //[ ["vehicleClassName",[px,py,pz] /* center of patrol area */, difficulty /* blue, red etc*/, patrol radius] ]
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// When this array is empty, vehicle patrols will be scattered randomely around the mission.
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@ -108,7 +110,7 @@ _vehiclePatrolParameters = [
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_submarinePatrolParameters = [
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//
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//["B_SDV_01_F",[22584.9,15304.8,-6.14801],"red",4, 75,0],
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["B_SDV_01_F",[-1.0215,-1.4219,-1.5],0]
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["B_SDV_01_F",[-2,-2,-1.5],0]
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];
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_missionemplacedweapons = [
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@ -1,6 +1,6 @@
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private ["_version","_versionDate"];
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blck_version = "6.78 Build 107";
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blck_version = "6.79 Build 109";
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_blck_version = blck_version;
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_blck_versionDate = "1-9-18 7:00 PM";
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_blck_versionDate = "1-19-18 7:00 PM";
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blck_pvs_version = _blck_version;
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publicVariable blck_pvs_version;
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@ -8,6 +8,13 @@ Ideas or code from that by Vampire and KiloSwiss have been used for certain func
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Significant Changes:
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=====================
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Version 1.79, Build 110
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Added: Map-specific information for Lythium.
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Added: (in process) When blck_showCountOfAliveAI = true; The number of alive AI at a mission will be displayed by the mission marker.
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Fixed: several issues with dynamic UMS missions.
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Changed: Please replace the debug folder in your mission PBO with the updated one found on the github.
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[removed all scripts for markers from mission\debug. These are now located in custom_server\compiles\functions.]
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Version 6.78 Build 107
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Fixed: blck_baseSkill is now used properly to set skill of units.
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Added: Units assemble in formation when spawned.
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