Update changeLog.sqf

Updated for V6.56 Build 39
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Ghostrider-DbD- 2017-02-24 20:04:41 -05:00 committed by GitHub
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@ -4,12 +4,16 @@ Loosely based on the AI mission system by blckeagls ver 2.0.2
Contributions by Narines: bug fixes, testing, infinite ammo fix. Contributions by Narines: bug fixes, testing, infinite ammo fix.
Ideas or code from that by Vampire and KiloSwiss have been used for certain functions. Ideas or code from that by Vampire and KiloSwiss have been used for certain functions.
2/24/17 Version 6.56 Build 39.
Added a check so that mission completion by players near loot crates was tripped only when players were on foot.
Added a setting that determines whether loot crates are loaded when the mission spawns or once the mission is complete.
see blck_loadCratesTiming = "atMissionCompletion"; (line 78) for this configuration setting.
1/28/17 Version 6.55 Build 38 1/28/17 Version 6.55 Build 38
bug fixes bug fixes
Commented out logging that is no longer needed Commented out logging that is no longer needed
Removed a weapon from loot tables that could be used for dupping. Removed a weapon from loot tables that could be used for dupping.
1/24/17 Version 6.55 Build 35 1/24/17 Version 6.55 Build 35
Added a new configuration blck_killEmptyStaticWeapons which determines if static weapons shoudl be disabled after the AI is killed. Added a new configuration blck_killEmptyStaticWeapons which determines if static weapons shoudl be disabled after the AI is killed.
Added a configuration blck_cleanUpLootChests that determines if loot crates are deleted when other mission objects are deleted. Added a configuration blck_cleanUpLootChests that determines if loot crates are deleted when other mission objects are deleted.
@ -206,4 +210,4 @@ Major Update to Build 5.0
6) The first phase of restructuring of the file structure has been completed. Most code for functions and units has been moved to a compiles directory in Compiles\Units and Compiles\Functions. 6) The first phase of restructuring of the file structure has been completed. Most code for functions and units has been moved to a compiles directory in Compiles\Units and Compiles\Functions.
7) Some directionality and randomness was added where mission objects are spawned at random locations from an array of objects to give the missions more of a feeling of a perimeter defense where H-barrier and other objects were added. 7) Some directionality and randomness was added where mission objects are spawned at random locations from an array of objects to give the missions more of a feeling of a perimeter defense where H-barrier and other objects were added.
8) As part of the restructuing, variables were moved from AIFunctions to a separate file. 8) As part of the restructuing, variables were moved from AIFunctions to a separate file.
9) Bugs in routines for cleanup of dead and live AI were fixed. A much simpler system for tracking live AI, dead AI, locations of active and recent missions, was implemented because of the centralization of the mission spawning to a single script 9) Bugs in routines for cleanup of dead and live AI were fixed. A much simpler system for tracking live AI, dead AI, locations of active and recent missions, was implemented because of the centralization of the mission spawning to a single script