consolidated changelogs
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1. Added new settings to specify the number of crew per vehhicle to blck_config.sqf and blck_config_mil.sqf
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// global settings for this parameters
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// Determine the number of crew plus driver per vehicle; excess crew are ignored.
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// This can be a value or array of [_min, _max];
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blck_vehCrew_blue = 3;
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blck_vehCrew_red = 3;
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blck_vehCrew_green = 3;
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blck_vehCrew_orange = 3;
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You can also define this value in missions by adding the following variable definition to the mission template:
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_vehicleCrewCount = [3,6]; // min/max number of AI to load including driver. see the missions\blue\template.sqf and blck_configs.sqf for more info.
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2. Lists of items to be excluded from dynamically generated loadouts has been moved to:
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blck_config.sqf
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blck_config_mil.sqf
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3. Added a new setting that specifies whether logging of blacklisted items is done (handy for debugging)
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blck_logBlacklistedItems = true; // set to false to disable logging
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4. Hit and Killed event handlers extensively reworked. Methods for notification of nearby AI and Vehicles of the killers whereabouts were revised to be more inclusive of neighboring AI.
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5. Issues with AIHit events fixed; AI now deploy smoke and heal.
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6. Removed some unnecessary logging.
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7. Other minor coding fixes and optimizations.
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v 6.92
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1. [Added] simulation management for dead AI when blck_useBlckeaglsSimulationManagement == true;
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2. [Deleted] unused files.
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3. [Added] A monitor to catch wandering units and send them back to the mission.
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4. [Fixed] Some issues with vehicles not being unlocked when AI hop out.
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5. [Added] a setting to disable deployment of smoke when AI heal.
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blck_useSmokeWhenHealing = true; // when true, injured AI will toss a smoke when they attempt to heal.
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6. [Added] Support for claim-vehicle scripts is now built-in
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blck_allowClaimVehicle = true; // To allow players to claim vehicles (Exile only).
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7. [Added] an option to display kill notices using Toasts
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blck_aiKillUseToast=true; // in blckClient.sqf in the debug folder of your mission.pbo to enable these.
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8. [Added] Support for offloading AI to clients
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////////
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// Client Offloading and Headless Client Configurations
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blck_useHC = true; // Experimental (death messages and rewards not yet working).
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// Credit to Defent and eraser for their excellent work on scripts to transfer AI to clients upon which these scripts are based.
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blck_ai_offload_to_client = true; // forces AI to be transfered to player's PCs. Disable if you have players running slow PCs.
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blck_ai_offload_notifyClient = false; // Set true if you want notifications when AI are offloaded to a client PC. Only for testing/debugging purposes.
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blck_limit_ai_offload_to_blckeagls = true; // when true, only groups spawned by blckeagls are evaluated.
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9. [Fixed] An issue whereby vehicles would not unlock when AI got out of mission vehicles rather than being killed.
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10. [Changed] code for spawning vehicles redone to reduced redundancy.
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11. [Fixed] a bug whereby some types of loot containers could not be loaded in Epoch (Thanks to MGTDB for the fix).
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V 6.90
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1. Added new settings to specify the number of crew per vehhicle to blck_config.sqf and blck_config_mil.sqf
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// global settings for this parameters
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// Determine the number of crew plus driver per vehicle; excess crew are ignored.
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// This can be a value or array of [_min, _max];
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blck_vehCrew_blue = 3;
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blck_vehCrew_red = 3;
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blck_vehCrew_green = 3;
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blck_vehCrew_orange = 3;
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You can also define this value in missions by adding the following variable definition to the mission template:
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_vehicleCrewCount = [3,6]; // min/max number of AI to load including driver. see the missions\blue\template.sqf and blck_configs.sqf for more info.
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2. Lists of items to be excluded from dynamically generated loadouts has been moved to:
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blck_config.sqf
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blck_config_mil.sqf
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3. Added a new setting that specifies whether logging of blacklisted items is done (handy for debugging)
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blck_logBlacklistedItems = true; // set to false to disable logging
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4. Hit and Killed event handlers extensively reworked. Methods for notification of nearby AI and Vehicles of the killers whereabouts were revised to be more inclusive of neighboring AI.
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5. Issues with AIHit events fixed; AI now deploy smoke and heal.
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6. Removed some unnecessary logging.
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7. Other minor coding fixes and optimizations.
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