Updated Changelog
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@ -8,18 +8,6 @@ Ideas or code from that by Vampire and KiloSwiss have been used for certain func
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Significant Changes:
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=====================
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<<<<<<< HEAD
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Version 1.80 Build 117
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Added: you can now determine whether objects spawned at dynamic missions have simulation or damage enabled.
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See the medicalCamp.sqf mission for an example of how this is done.
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Added: you can now spawn simple objects as part of your mission landscape. Useful for STATIC missions only.
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Changed: Default missions reworked to support the above.
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Version 1.80 build 118
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Added: The server now sets simulation on/off and damage on/off for objects at dynamic missions. default missions updated.
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Version 1.82 Build 132
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Added: blck_killPercentage = 0.9; // The mission will complete if this fraction of the total AI spawned has been killed.
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// This facilitates mission completion when one or two AI are spawned into objects.
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@ -127,19 +115,14 @@ Version 1.80 Build 118
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Added: you can now determine whether objects spawned at dynamic missions have simulation or damage enabled.
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See the medicalCamp.sqf mission for an example of how this is done.
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Added: you can now spawn simple objects as part of your mission landscape. Useful for STATIC missions only.
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>>>>>>> Experimental
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Added: lists of armed vehicles from which you can choose those you wish to spawn at vehicles broken down by category (wheeled, traced APC, Tank, etc)
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Added: Three constants that define how far away missions are from players when they spawn.
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blck_minDistanceToBases = 900; Minimum distance from any freq jammer or flag
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blck_minDistanceToPlayer = 900; Minimum distance from any player
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blck_minDistanceFromTowns = 300; Minimum distance from cites or towns.
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>>>>>>> Experimental
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Changed: Default missions reworked to support the above.
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>>>>>>> Experimental
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Version 1.79, Build 116
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Added: Map-specific information for Lythium.
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Added: New configuration setting: blck_showCountAliveAI = true; When = true, the number of alive AI at a mission will be displayed by the mission marker.
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