diff --git a/changeLog.sqf b/changeLog.sqf index 3934917..f220718 100644 --- a/changeLog.sqf +++ b/changeLog.sqf @@ -1,9 +1,49 @@ /* 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)