Updated changelog

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Ghostrider-DbD- 2017-01-23 01:03:00 -05:00
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/*
blck Mission system by Ghostrider-DBD-
Loosely based on the AI mission system by blckeagls ver 2.0.2
Contributions by Narines: bug fixes, testing, 'fired' event handler
Contributions by Narines: bug fixes, testing, infinite ammo fix.
Ideas or code from that by Vampire and KiloSwiss have been used for certain functions.
1/22/17 Version 6.54 build 32
Changed code to test for conditions that trigger to spawn mission objects and AI completely
Rewrote the code for spawning emplaced weapons from scratch.
Fixed an error in how the waitTime till a mission was respawned after being updated to inactive status.
Added additional reporting as to the mission type for which AI, statics and vehicle patrols are being spawned.
Continued switching from blck_debugOn to blck_debugLevel.
Continued work to move much of the code from GMS_fnc_missionSpawner to precompiled functions.
- tested and working for all but the emplaced weapons module.
Removed old code that had been commented out from GMS_missionSpawner.
deactivated the 'fired' event handler
added an 'reloaded' event handler to units that adds a magazin of the type used to reload the weapon to prevent units running out of ammo. this also provides a break in firing and is more realistic.
Added a check to GMS_fnc_vehicleMonitor that addes ammo to vehicle cargo when stores are low. Removed the infinite ammo script for static and vehicle weapons, again for greater realism.
Increased number of rounds of ammo added to AI units for primary and secondary weapons.
Tweaked code in GMS_fnc_spawnUnit to increase efficiency.
Attempted a fix for occaisional issues with missions not triggering or ending by changing from distance to distance2D.
Tweaked code for deleting dead AI to also delete any weapons containers nearby.
Checked throughout for potential scope issues; ensured all private variables were declared as such.
Changed the method by which mission patrol vehicles and static weapons are deleted at the end of a mission.
1/21/17 Build 29.
Went back to the timerless system for spawning missions.
Improved code for updating the array of pending/active missions
GMS_fnc_updateMissionQue.sqf re-written to take greater advantage of existing array commands: set and find.
Ensured that the array used to store the location(s) of active or recent missions is properly updated.
1/13/17 Version 6.54 Build 27
Rerverted back to the code that spawned a single instance of each mission until I can debug certain issues.
1/7/17 Version 6.53 Build 24
Added a setting blck_baseSkill = 0.7; // This defines the base skil of AI. Increase it to make AI more challenging.
Tweaked AI difficulty settings to make missions more difficult.
changed - GMS_EH_unitKilled - the event handler now uses precompiled rather than compiled on the fly code.
changed - several other minor performance tweaks were made server side.
changed - small changes were made the the loop in blck_client.sqf
Tweaked debugging information to reduced unnecessary logging when not in debug-mode.
Disabled the loop sending server fps client-side
fixed - GMS_fnc_updateMissionQue was not correctly updating mission information after mission completion.
fixed - GMS_fnc_mainThread was not deleted old AI and Vehicles from the arrays used to capture them after mission completion.
changed - calls to GMS_fnc_vehicleMonitor were moved inside the main loop.
1/3/17 Version 6.51 Build 23
Moved configuration for the client from debug\blckclient.sqf to debug\blckconfig.sqf.
Added a setting blck_useKillMessages = true/false; (line 60 of the config. when true, kill messages will be send to all players when a player kills an AI. The style of the message is controlled client-side (debug\blck_config.sqf)