Documentation Updates ... more of them
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Blckegls mission system (BEMS) Ver 6.44
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Build 15
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Included is an updated version of blckeagls mission system. It is based on version 2.0.2 as updated by Narines.
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Included is an updated version of blckeagls mission system. This began as an effort to fix bugs in and upgrade version 2.0.2 as updated by Narines and has now evolved to a complete reworking of almost all code.
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* Installation: Please refer to Installation.txt for a detailed description of installation and what you need to add to BE filters.
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* Installation: Please refer to Installation.txt for a detailed description of installation and what you need to add to BE filters.
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infiSTAR Users: you may need to whitelist _MainMarker depending on your settings.
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* Adjusting Settings: You can adjust many features that include numbers of AI, AI Skills, AI Loadouts with weapons and consumables, and what is added to the crate.
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* Adjusting Settings: You can adjust many features that include numbers of AI, AI Skills, AI Loadouts with weapons and consumables, and what is added to the crate. See AdjustingSettings.txt and the configuration files for more details.
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* Credits
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Epoch Mod developer team.
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@ -23,7 +24,6 @@ Included is an updated version of blckeagls mission system. It is based on versi
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* Compatability
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Works well with VEMF, SEM, and A3AI all running on the same server.
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I have not tested this mission system with any other mission systems.
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* Please see the change log for a full listing of the most current changes.
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@ -4,16 +4,20 @@ Loosely based on the AI mission system by blckeagls ver 2.0.2
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Contributions by Narines: bug fixes, testing, 'fired' event handler
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Ideas or code from that by Vampire and KiloSwiss have been used for certain functions.
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11/14/16 Version 6.44 Build 13
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Definitions of blacklist locations such as spawns moved from GMS_findWorld.sqf to the blck_configs_(epoch|exile).
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11/16/16 Version 6.44 Build 15
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Added parameters
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blck_blacklistTraderCities=true; // the locations of the Epoch/Exile trader cities will be pulled from the config and added to the location blacklist for the mission system.
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blcklistConcreteMixerZones = true; // Locations of the concrete mixers will be pulled from the configs; no missions will be spawned within 1000 m of these locations.
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blck_blacklistSpawns = true; // Locations of Exile spawns will be pulled from the config. No missions will spawn within 1000 m of these locations.
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Divided rifles and optics into subcategories to better enable assigning weapons to AI difficulties in a sort of class-based way, e.g., 556, 6.5, or LMG are separate classes.
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Completed adding EDEN weapons, optics, bipods, optics to AI configurations and mission loot crates.
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Added: the main thread now runs a function that checks for empty groups.
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Fixed: The mission system would hang on epoch after a while because createGroup returned nullGroup. this appeared to occur because the maximum number of active groups had been reached. Deleting empty groups periodically solved the issue on a test machine.
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Teaked: code to check whether a possible mission spawn location is near a flag or plot pole. Still needs work.
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Added: Completed adding EDEN weapons, optics, bipods, optics to AI configurations and mission loot crates.
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Added APEX headgear and uniforms. (Note, you would need to add any of these you wished for players to sell to Epoch\<Map Name>\epoch_config\CfgPricing.hpp on Epoch)
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Changed: Definitions of blacklist locations such as spawns moved from GMS_findWorld.sqf to the blck_configs_(epoch|exile).
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Changed: Divided rifles and optics into subcategories to better enable assigning weapons to AI difficulties in a sort of class-based way, e.g., 556, 6.5, or LMG are separate classes.
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Changed: DLS crate loader (not publically available yet) now uses blck_fnc_loadLootItemsFromArray rather than the prior approach for which specific crate loading functions were called depending on the loadout type (weapons, building supplies, foord etc).
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Fixed: You can now loot AI bodies in Epoch.
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11/12/16 Version 6.43 Build 12
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Added: MapAddons - use this to spawn AI strongholds or other compositions you generate with Eden editor at server startup.
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