Merge pull request #90 from Ghostrider-DbD-/Version-6.79-Build-110

Version 6 79 build 110
This commit is contained in:
Ghostrider [GRG]
2018-02-02 18:36:21 -05:00
committed by GitHub
5 changed files with 36 additions and 29 deletions

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@ -61,7 +61,7 @@ switch (_blck_WorldName) do
case "tavi":{blck_mapCenter = [10370, 11510, 0];blck_mapRange = 14090;};
case "lingor":{blck_mapCenter = [4400, 4400, 0];blck_mapRange = 4400;};
case "takistan":{blck_mapCenter = [5500, 6500, 0];blck_mapRange = 5000;};
case "lythium":{blck_mapCenter = [10000,10000,0];blck_mapRange = 6000;};
case "lythium":{blck_mapCenter = [10000,10000,0];blck_mapRange = 8500;};
default {_blck_WorldName = "default";blck_mapCenter = [6322,7801,0]; blck_mapRange = 6000};
};

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@ -1,6 +1,6 @@
/*
by Ghostrider
6-1-17
--------------------------
License
--------------------------
@ -12,7 +12,7 @@
private["_missionType","_wasRunover","_launcher","_legal"];
params["_unit","_killer"];
//diag_log format["##-processIlleagalAIKills.sqf-## processing illeagal kills for unit %1",_unit];
diag_log format["##-processIlleagalAIKills.sqf-## processing illeagal kills for unit %1",_unit];
_launcher = _unit getVariable ["Launcher",""];
_legal = true;
@ -25,14 +25,6 @@ _fn_targetVehicle = { // force AI to fire on the vehicle with launchers if equi
_x reveal [_vk, 4];
_x dowatch _vk;
_x doTarget _vk;
if (_unit getVariable ["Launcher",""] != "") then
{
_x selectWeapon (secondaryWeapon _unit);
_x fireAtTarget [_vk,_unit getVariable ["Launcher",""]];
} else {
_x doTarget _vk;
_x doFire _vk;
};
};
} forEach (call blck_fnc_allPlayers);
};
@ -78,7 +70,13 @@ if (typeOf _killer != typeOf (vehicle _killer)) then // AI was killed by a vehi
};
};
if ( blck_VK_GunnerDamage &&((typeOf vehicle _killer) in blck_forbidenVehicles or (currentWeapon _killer) in blck_forbidenVehicleGuns) ) then {
if ( blck_VK_GunnerDamage ) then
{
if ((typeOf vehicle _killer) in blck_forbidenVehicles) then
{_legal = false;}
else {
if ((currentWeapon _killer) in blck_forbidenVehicleGuns) then { _legal = false;};
};
#ifdef blck_debugMode
if (blck_debugLevel > 2) then
{
@ -86,12 +84,12 @@ if ( blck_VK_GunnerDamage &&((typeOf vehicle _killer) in blck_forbidenVehicles o
};
#endif
if (blck_VK_Gear) then {[_unit] call _fn_deleteAIGear;};
[_unit, vehicle _killer] call _fn_targetVehicle;
[vehicle _killer] call _fn_applyVehicleDamage;
[_killer] call _fn_msgIED;
_legal = false;
if !(_legal) then
{
[_unit, vehicle _killer] call _fn_targetVehicle;
[vehicle _killer] call _fn_applyVehicleDamage;
[_killer] call _fn_msgIED;
};
};
_legal

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@ -81,25 +81,27 @@ _missionLootVehicles = [ // Paste appropriate lines from the output of M3EDEN E
// When blank nothing is spawned.
// You can use the same format used for _missionLootBoxes to add vehicles with/without loot.
_minNoAI = 3; // Modify as needed
_maxNoAI = 4; // Modify as needed.
_noAIGroups = 1; // Modify as needed; note that these values are ignored of you specify AI patrols in the array below.
_minNoAI = 4; // Modify as needed
_maxNoAI = 6; // Modify as needed.
_noAIGroups = 2; // Modify as needed; note that these values are ignored of you specify AI patrols in the array below.
_missionGroups =
[
// Intended to be land-based units or units manning some sort of above-water structure.
// position relative to center, difficulty, no AI, minRadius, maxRadius
// [[1,-1,-1],"red",4, 5,10]
// [[1,-1,-1],2,3,"red", 5,10]
];
_scubaGroupParameters = [
// [ [px, py, pz] /* position*/, "difficulty", 4 /*Number to Spawn*/, 5,10 /* min/max radius of patrol*/]
[[-1,1,-1],"red",4, 5,10],
[[1,-1,-1],"red",4, 5,10]
// Scuba units.
// [[-10.9121,-10.9824,-1.20243],5,7,"Green",5,12],
[[-2,2,-1],2,3,"red", 5,10],
[[2,-2,-1],2,3,"red", 5,10]
];
//_noVehiclePatrols = blck_SpawnVeh_Red; // Not useful for marine missions which we assume need pre-defined positions for vehicles.
// These are surface patrols.
_vehiclePatrolParameters = [
// ["B_MRAP_01_hmg_F",[27.8945,100.275,0],0,[true,false]],
["B_T_Boat_Armed_01_minigun_F",[1.21094,1.01465,0],0]
["B_T_Boat_Armed_01_minigun_F",[2,2,0],0]
//["B_T_Boat_Transport_01_F",[16.7676,43.083,-0.00134277],"red",4, 75,60]
]; //[ ["vehicleClassName",[px,py,pz] /* center of patrol area */, difficulty /* blue, red etc*/, patrol radius] ]
// When this array is empty, vehicle patrols will be scattered randomely around the mission.
@ -108,7 +110,7 @@ _vehiclePatrolParameters = [
_submarinePatrolParameters = [
//
//["B_SDV_01_F",[22584.9,15304.8,-6.14801],"red",4, 75,0],
["B_SDV_01_F",[-1.0215,-1.4219,-1.5],0]
["B_SDV_01_F",[-2,-2,-1.5],0]
];
_missionemplacedweapons = [

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@ -1,6 +1,6 @@
private ["_version","_versionDate"];
blck_version = "6.78 Build 107";
blck_version = "6.79 Build 109";
_blck_version = blck_version;
_blck_versionDate = "1-9-18 7:00 PM";
_blck_versionDate = "1-19-18 7:00 PM";
blck_pvs_version = _blck_version;
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
Significant Changes:
=====================
Version 1.79, Build 110
Added: Map-specific information for Lythium.
Added: (in process) When blck_showCountOfAliveAI = true; The number of alive AI at a mission will be displayed by the mission marker.
Fixed: several issues with dynamic UMS missions.
Changed: Please replace the debug folder in your mission PBO with the updated one found on the github.
[removed all scripts for markers from mission\debug. These are now located in custom_server\compiles\functions.]
Version 6.78 Build 107
Fixed: blck_baseSkill is now used properly to set skill of units.
Added: Units assemble in formation when spawned.