disabled some logging.

This commit is contained in:
Chris Cardozo 2019-07-19 20:05:47 -04:00
parent 5c78005fbf
commit 128b7edfd0
6 changed files with 67 additions and 30 deletions

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@ -0,0 +1,28 @@
1. Added new settings to specify the number of crew per vehhicle to blck_config.sqf and blck_config_mil.sqf
// global settings for this parameters
// Determine the number of crew plus driver per vehicle; excess crew are ignored.
// This can be a value or array of [_min, _max];
blck_vehCrew_blue = 3;
blck_vehCrew_red = 3;
blck_vehCrew_green = 3;
blck_vehCrew_orange = 3;
You can also define this value in missions by adding the following variable definition to the mission template:
_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.
2. Lists of items to be excluded from dynamically generated loadouts has been moved to:
blck_config.sqf
blck_config_mil.sqf
3. Added a new setting that specifies whether logging of blacklisted items is done (handy for debugging)
blck_logBlacklistedItems = true; // set to false to disable logging
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.
5. Issues with AIHit events fixed; AI now deploy smoke and heal.
6. Removed some unnecessary logging.
7. Other minor coding fixes and optimizations.

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@ -56,7 +56,7 @@ diag_log format[
if (((isNull _ownerObj) || {(_ownerObj distance2D _leader)>3500}) && {!([_group,_leader] call blck_fnc_SetAILocality)} && {!_isLocal}) then
{
// Reset locality to the server
diag_log format["_fnc_ai_offloadToClients: setting locality of group %1 to server",_group];
//diag_log format["_fnc_ai_offloadToClients: setting locality of group %1 to server",_group];
_group setGroupOwner 2;
#ifdef blck_debugMode
if (blck_debugOn) then
@ -67,4 +67,4 @@ diag_log format[
};
};
};
} forEach _groups;
} forEach _groups;

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@ -13,7 +13,7 @@
#include "\q\addons\custom_server\Configs\blck_defines.hpp";
params["_veh"];
diag_log format["_fnc_releaseVehicleToPlayers: _veh = %1",_veh];
//diag_log format["_fnc_releaseVehicleToPlayers: _veh = %1",_veh];
[_veh] call GMS_fnc_unlockServerVehicle;
{
_veh removealleventhandlers _x;

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@ -22,7 +22,7 @@ for "_i" from 1 to (count blck_monitoredVehicles) do
// if the owner is a player do not add back for further monitoring
if ((owner _veh) in (_serverIDs)) then
{
diag_log format["_fnc_vehicleMonitor: vehicle %1 to be deleted at %2",_veh,(_veh getVariable ["blck_deleteAtTime",0])];
//diag_log format["_fnc_vehicleMonitor: vehicle %1 to be deleted at %2",_veh,(_veh getVariable ["blck_deleteAtTime",0])];
if ((_veh getVariable ["blck_deleteAtTime",0]) > 0) then
{
if (diag_tickTime > ( _veh getVariable ["blck_deleteAtTime",0])) then
@ -37,7 +37,12 @@ for "_i" from 1 to (count blck_monitoredVehicles) do
blck_monitoredVehicles pushBack _veh;
};
} else {
diag_log format["_fnc_vehicleMonitor: owner of vehicle %1 is a player, discontinuing further monitoring",_veh]
#ifdef blck_debugMode
if (blck_debugOn) then
{
diag_log format["_fnc_vehicleMonitor: owner of vehicle %1 is a player, discontinuing further monitoring",_veh];
};
#endif
};
};
};

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@ -77,7 +77,6 @@
// Credit to Defent and eraser for their excellent work on scripts to transfer AI to clients for which these settings are required.
blck_ai_offload_to_client = true; // forces AI to be transfered to player's PCs. Disable if you have players running slow PCs.
blck_ai_offload_notifyClient = false; // Set true if you want notifications when AI are offloaded to a client PC. Only for testing/debugging purposes.
// TODO: set to false before release
blck_limit_ai_offload_to_blckeagls = true; // when true, only groups spawned by blckeagls are evaluated.
///////////////////////////////
@ -135,19 +134,17 @@
///////////////////////////////
// PLAYER PENALTIES
///////////////////////////////
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.
blck_RunGearDamage = 0.2; // Damage applied to player vehicle for each AI run over
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
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
blck_VK_RunoverDamage = true; // when the AI was run over blck_RunGearDamage of damage will be applied to the killer's vehicle.
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.
//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
blck_forbidenVehicles = [];
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
// 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
// HMG_M2 is mounted on the armed offroad that is spawned by Epoch
//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
blck_forbidenVehicleGuns = [];
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
///////////////////////////////
// MISC MISSION PARAMETERS
@ -307,18 +304,20 @@
//blck_maximumitempriceinai_loadouts = 1000;
// lists of black-listed items to be excluded from dynamic loadouts
blck_blacklistedVests = [
"V_Press_F"
//"V_Press_F"
];
blck_blacklistedUniforms = [
"U_I_Protagonist_VR",
"U_C_Protagonist_VR",
"U_O_Protagonist_VR",
"U_B_Protagonist_VR"
"U_B_Protagonist_VR",
"Exile_Uniform_BambiOverall",
"Exile_Uniform_ExileCustoms"
];
blck_blacklistedBackpacks = [
"B_ViperLightHarness_blk_F"
//"B_ViperLightHarness_blk_F"
];
blck_blacklistedHeadgear = [
@ -327,7 +326,7 @@
];
blck_blacklistedPrimaryWeapons = [
"srifle_LRR_tna_F"
//"srifle_LRR_tna_F"
];
blck_blacklistedSecondaryWeapons = [
@ -339,7 +338,7 @@
];
blck_blacklistedOptics = [
"optic_tws"
//"optic_tws"
];
blck_blacklistedAttachments = [
@ -350,8 +349,8 @@
];
/////////////////////////////////////////////
blck_groupBehavior = "SENTRY"; // Suggested choices are "SAD", "SENTRY", "AWARE" https://community.bistudio.com/wiki/ArmA:_AI_Combat_Modes
blck_groupBehavior = "SAD"; // Suggested choices are "SAD", "SENTRY", "AWARE" https://community.bistudio.com/wiki/ArmA:_AI_Combat_Modes
blck_combatMode = "RED"; // Change this to "YELLOW" if the AI wander too far from missions for your tastes.
blck_groupFormation = "WEDGE"; // Possibilities include "WEDGE","VEE","FILE","DIAMOND"
@ -422,7 +421,7 @@
["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]
];
// Add some money to AI; only works with Exile for now.
// Add some money to AI;
blck_maxMoneyOrange = 25;
blck_maxMoneyGreen = 20;
blck_maxMoneyRed = 15;

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@ -52,8 +52,7 @@
blck_useHC = true; //
// Credit to Defent and eraser for their excellent work on scripts to transfer AI to clients for which these settings are required.
blck_ai_offload_to_client = true; // forces AI to be transfered to player's PCs. Disable if you have players running slow PCs.
blck_ai_offload_notifyClient = true; // Set true if you want notifications when AI are offloaded to a client PC. Only for testing/debugging purposes.
// TODO: set to false before release
blck_ai_offload_notifyClient = false; // Set true if you want notifications when AI are offloaded to a client PC. Only for testing/debugging purposes.
blck_limit_ai_offload_to_blckeagls = true; // when true, only groups spawned by blckeagls are evaluated.
///////////////////////////////
@ -290,27 +289,33 @@
//blck_maximumitempriceinai_loadouts = 1000;
// lists of black-listed items to be excluded from dynamic loadouts
blck_blacklistedVests = [
//"V_Press_F"
];
blck_blacklistedUniforms = [
"U_I_Protagonist_VR",
"U_C_Protagonist_VR",
"U_O_Protagonist_VR",
"U_B_Protagonist_VR",
"Exile_Uniform_BambiOverall",
"Exile_Uniform_ExileCustoms"
];
blck_blacklistedBackpacks = [
//"B_ViperLightHarness_blk_F"
];
blck_blacklistedHeadgear = [
"H_HelmotO_ViperSP_ghex_F",
"H_HelmetO_VierSP_hex"
];
blck_blacklistedPrimaryWeapons = [
//"srifle_LRR_tna_F"
];
blck_blacklistedSecondaryWeapons = [
"hgun_Pistol_heav_02_F"
];
blck_blacklistedLaunchersAndSwingWeapons = [
@ -318,7 +323,7 @@
];
blck_blacklistedOptics = [
//"optic_tws"
];
blck_blacklistedAttachments = [