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