disabled some logging.
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@GMS/addons/custom_server/Changelog 6.90.txt
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28
@GMS/addons/custom_server/Changelog 6.90.txt
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@ -0,0 +1,28 @@
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1. Added new settings to specify the number of crew per vehhicle to blck_config.sqf and blck_config_mil.sqf
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// global settings for this parameters
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// Determine the number of crew plus driver per vehicle; excess crew are ignored.
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// This can be a value or array of [_min, _max];
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blck_vehCrew_blue = 3;
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blck_vehCrew_red = 3;
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blck_vehCrew_green = 3;
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blck_vehCrew_orange = 3;
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You can also define this value in missions by adding the following variable definition to the mission template:
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_vehicleCrewCount = [3,6]; // min/max number of AI to load including driver. see the missions\blue\template.sqf and blck_configs.sqf for more info.
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2. Lists of items to be excluded from dynamically generated loadouts has been moved to:
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blck_config.sqf
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blck_config_mil.sqf
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3. Added a new setting that specifies whether logging of blacklisted items is done (handy for debugging)
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blck_logBlacklistedItems = true; // set to false to disable logging
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4. Hit and Killed event handlers extensively reworked. Methods for notification of nearby AI and Vehicles of the killers whereabouts were revised to be more inclusive of neighboring AI.
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5. Issues with AIHit events fixed; AI now deploy smoke and heal.
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6. Removed some unnecessary logging.
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7. Other minor coding fixes and optimizations.
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@ -56,7 +56,7 @@ diag_log format[
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if (((isNull _ownerObj) || {(_ownerObj distance2D _leader)>3500}) && {!([_group,_leader] call blck_fnc_SetAILocality)} && {!_isLocal}) then
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{
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// Reset locality to the server
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diag_log format["_fnc_ai_offloadToClients: setting locality of group %1 to server",_group];
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//diag_log format["_fnc_ai_offloadToClients: setting locality of group %1 to server",_group];
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_group setGroupOwner 2;
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#ifdef blck_debugMode
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if (blck_debugOn) then
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@ -67,4 +67,4 @@ diag_log format[
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};
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};
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};
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} forEach _groups;
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} forEach _groups;
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@ -13,7 +13,7 @@
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#include "\q\addons\custom_server\Configs\blck_defines.hpp";
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params["_veh"];
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diag_log format["_fnc_releaseVehicleToPlayers: _veh = %1",_veh];
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//diag_log format["_fnc_releaseVehicleToPlayers: _veh = %1",_veh];
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[_veh] call GMS_fnc_unlockServerVehicle;
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{
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_veh removealleventhandlers _x;
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@ -22,7 +22,7 @@ for "_i" from 1 to (count blck_monitoredVehicles) do
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// if the owner is a player do not add back for further monitoring
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if ((owner _veh) in (_serverIDs)) then
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{
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diag_log format["_fnc_vehicleMonitor: vehicle %1 to be deleted at %2",_veh,(_veh getVariable ["blck_deleteAtTime",0])];
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//diag_log format["_fnc_vehicleMonitor: vehicle %1 to be deleted at %2",_veh,(_veh getVariable ["blck_deleteAtTime",0])];
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if ((_veh getVariable ["blck_deleteAtTime",0]) > 0) then
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{
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if (diag_tickTime > ( _veh getVariable ["blck_deleteAtTime",0])) then
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@ -37,7 +37,12 @@ for "_i" from 1 to (count blck_monitoredVehicles) do
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blck_monitoredVehicles pushBack _veh;
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};
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} else {
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diag_log format["_fnc_vehicleMonitor: owner of vehicle %1 is a player, discontinuing further monitoring",_veh]
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#ifdef blck_debugMode
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if (blck_debugOn) then
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{
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diag_log format["_fnc_vehicleMonitor: owner of vehicle %1 is a player, discontinuing further monitoring",_veh];
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};
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#endif
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};
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};
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};
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@ -77,7 +77,6 @@
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// Credit to Defent and eraser for their excellent work on scripts to transfer AI to clients for which these settings are required.
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blck_ai_offload_to_client = true; // forces AI to be transfered to player's PCs. Disable if you have players running slow PCs.
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blck_ai_offload_notifyClient = false; // Set true if you want notifications when AI are offloaded to a client PC. Only for testing/debugging purposes.
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// TODO: set to false before release
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blck_limit_ai_offload_to_blckeagls = true; // when true, only groups spawned by blckeagls are evaluated.
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///////////////////////////////
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@ -135,19 +134,17 @@
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///////////////////////////////
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// PLAYER PENALTIES
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///////////////////////////////
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blck_RunGear = true; // When set to true, AI that have been run over will ve stripped of gear, and the vehicle will be given blck_RunGearDamage of damage.
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blck_RunGearDamage = 0.2; // Damage applied to player vehicle for each AI run over
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blck_VK_Gear = false; // When set to true, AI that have been killed by a player in a vehicle in the list of forbidden vehicles or using a forbiden gun will be stripped of gear and the vehicle will be given blck_RunGearDamage of damage
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blck_VK_Gear = true; // When set to true, AI that have been killed by a player in a vehicle in the list of forbidden vehicles or using a forbiden gun will be stripped of gear and the vehicle will be given blck_RunGearDamage of damage
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blck_VK_RunoverDamage = true; // when the AI was run over blck_RunGearDamage of damage will be applied to the killer's vehicle.
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blck_VK_GunnerDamage = false; // when the AI was killed by a gunner on a vehicle that is is in the list of forbidden vehicles, blck_RunGearDamage of damage will be applied to the killer's vehicle each time an AI is killed with a vehicle's gun.
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//blck_forbidenVehicles = ["B_MRAP_01_hmg_F","O_MRAP_02_hmg_F","I_MRAP_03_hmg_F","B_MRAP_01_hmg_F","O_MRAP_02_hmg_F"]; // Add any vehicles for which you wish to forbid vehicle kills
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blck_forbidenVehicles = [];
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blck_forbidenVehicles = ["B_MRAP_01_hmg_F","O_MRAP_02_hmg_F","I_MRAP_03_hmg_F","B_MRAP_01_hmg_F","O_MRAP_02_hmg_F"]; // Add any vehicles for which you wish to forbid vehicle kills
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// For a listing of the guns mounted on various land vehicles see the following link: https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Vehicle_Weapons
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// HMG_M2 is mounted on the armed offroad that is spawned by Epoch
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//blck_forbidenVehicleGuns = ["LMG_RCWS","LMG_M200","HMG_127","HMG_127_APC","HMG_M2","HMG_NSVT","GMG_40mm","GMG_UGV_40mm","autocannon_40mm_CTWS","autocannon_30mm_CTWS","autocannon_35mm","LMG_coax","autocannon_30mm","HMG_127_LSV_01"]; // Add any vehicles for which you wish to forbid vehicle kills, o
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blck_forbidenVehicleGuns = [];
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blck_forbidenVehicleGuns = ["LMG_RCWS","LMG_M200","HMG_127","HMG_127_APC","HMG_M2","HMG_NSVT","GMG_40mm","GMG_UGV_40mm","autocannon_40mm_CTWS","autocannon_30mm_CTWS","autocannon_35mm","LMG_coax","autocannon_30mm","HMG_127_LSV_01"]; // Add any vehicles for which you wish to forbid vehicle kills, o
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///////////////////////////////
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// MISC MISSION PARAMETERS
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@ -307,18 +304,20 @@
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//blck_maximumitempriceinai_loadouts = 1000;
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// lists of black-listed items to be excluded from dynamic loadouts
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blck_blacklistedVests = [
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"V_Press_F"
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//"V_Press_F"
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];
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blck_blacklistedUniforms = [
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"U_I_Protagonist_VR",
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"U_C_Protagonist_VR",
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"U_O_Protagonist_VR",
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"U_B_Protagonist_VR"
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"U_B_Protagonist_VR",
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"Exile_Uniform_BambiOverall",
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"Exile_Uniform_ExileCustoms"
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];
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blck_blacklistedBackpacks = [
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"B_ViperLightHarness_blk_F"
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//"B_ViperLightHarness_blk_F"
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];
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blck_blacklistedHeadgear = [
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@ -327,7 +326,7 @@
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];
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blck_blacklistedPrimaryWeapons = [
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"srifle_LRR_tna_F"
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//"srifle_LRR_tna_F"
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];
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blck_blacklistedSecondaryWeapons = [
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@ -339,7 +338,7 @@
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];
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blck_blacklistedOptics = [
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"optic_tws"
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//"optic_tws"
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];
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blck_blacklistedAttachments = [
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@ -350,8 +349,8 @@
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];
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/////////////////////////////////////////////
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blck_groupBehavior = "SENTRY"; // Suggested choices are "SAD", "SENTRY", "AWARE" https://community.bistudio.com/wiki/ArmA:_AI_Combat_Modes
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blck_groupBehavior = "SAD"; // Suggested choices are "SAD", "SENTRY", "AWARE" https://community.bistudio.com/wiki/ArmA:_AI_Combat_Modes
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blck_combatMode = "RED"; // Change this to "YELLOW" if the AI wander too far from missions for your tastes.
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blck_groupFormation = "WEDGE"; // Possibilities include "WEDGE","VEE","FILE","DIAMOND"
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@ -422,7 +421,7 @@
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["aimingAccuracy",0.1],["aimingShake",0.5],["aimingSpeed",0.5],["endurance",0.50],["spotDistance",0.6],["spotTime",0.6],["courage",0.60],["reloadSpeed",0.60],["commanding",0.7],["general",0.60]
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];
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// Add some money to AI; only works with Exile for now.
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// Add some money to AI;
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blck_maxMoneyOrange = 25;
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blck_maxMoneyGreen = 20;
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blck_maxMoneyRed = 15;
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@ -52,8 +52,7 @@
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blck_useHC = true; //
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// Credit to Defent and eraser for their excellent work on scripts to transfer AI to clients for which these settings are required.
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blck_ai_offload_to_client = true; // forces AI to be transfered to player's PCs. Disable if you have players running slow PCs.
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blck_ai_offload_notifyClient = true; // Set true if you want notifications when AI are offloaded to a client PC. Only for testing/debugging purposes.
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// TODO: set to false before release
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blck_ai_offload_notifyClient = false; // Set true if you want notifications when AI are offloaded to a client PC. Only for testing/debugging purposes.
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blck_limit_ai_offload_to_blckeagls = true; // when true, only groups spawned by blckeagls are evaluated.
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///////////////////////////////
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@ -290,27 +289,33 @@
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//blck_maximumitempriceinai_loadouts = 1000;
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// lists of black-listed items to be excluded from dynamic loadouts
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blck_blacklistedVests = [
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//"V_Press_F"
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];
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blck_blacklistedUniforms = [
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"U_I_Protagonist_VR",
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"U_C_Protagonist_VR",
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"U_O_Protagonist_VR",
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"U_B_Protagonist_VR",
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"Exile_Uniform_BambiOverall",
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"Exile_Uniform_ExileCustoms"
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];
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blck_blacklistedBackpacks = [
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//"B_ViperLightHarness_blk_F"
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];
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blck_blacklistedHeadgear = [
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"H_HelmotO_ViperSP_ghex_F",
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"H_HelmetO_VierSP_hex"
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];
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blck_blacklistedPrimaryWeapons = [
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//"srifle_LRR_tna_F"
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];
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blck_blacklistedSecondaryWeapons = [
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"hgun_Pistol_heav_02_F"
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];
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blck_blacklistedLaunchersAndSwingWeapons = [
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@ -318,7 +323,7 @@
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];
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blck_blacklistedOptics = [
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//"optic_tws"
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];
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blck_blacklistedAttachments = [
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