Merge branch 'Development' into Experimental
This commit is contained in:
commit
644925cbb8
@ -16,12 +16,7 @@
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_fn_missionCleanup = {
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_fn_missionCleanup = {
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params["_coords","_mines","_objects","_hiddenObjects","_blck_AllMissionAI","_markerName","_cleanupAliveAITimer","_cleanupCompositionTimer",["_isScubaMission",false]];
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params["_coords","_mines","_objects","_hiddenObjects","_blck_AllMissionAI","_markerName","_cleanupAliveAITimer","_cleanupCompositionTimer",["_isScubaMission",false]];
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/*
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private _vars = ["_coords","_mines","_objects","_hiddenObjects","_blck_AllMissionAI","_markerName","_cleanupAliveAITimer","_cleanupCompositionTimer"];
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{
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diag_log format["_endMission:_missionCleanup: %1 = %2",_x,_this select _forEachIndex];
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} forEach _vars;
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*/
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[_mines] call blck_fnc_clearMines;
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[_mines] call blck_fnc_clearMines;
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blck_oldMissionObjects pushback [_coords,_objects, (diag_tickTime + _cleanupCompositionTimer)];
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blck_oldMissionObjects pushback [_coords,_objects, (diag_tickTime + _cleanupCompositionTimer)];
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blck_hiddenTerrainObjects pushBack[_hiddenObjects,(diag_tickTime + _cleanupCompositionTimer)];
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blck_hiddenTerrainObjects pushBack[_hiddenObjects,(diag_tickTime + _cleanupCompositionTimer)];
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@ -62,22 +57,6 @@ params[
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["_isScubaMission",false]
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["_isScubaMission",false]
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];
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];
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/*
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{
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diag_log format["_endMission: %1 = %2",_x, _this select _forEachIndex];
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} forEach [ "_coords",
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"_mines",
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"_objects",
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"_hiddenObjects",
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"_crates",
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"_blck_AllMissionAI",
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"_endMsg",
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"_markers",
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"_markerPos",
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"_markerName",
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"_markerLabel"
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];
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*/
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{
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{
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[_x] call blck_fnc_deleteMarker;
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[_x] call blck_fnc_deleteMarker;
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}forEach (_markers);
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}forEach (_markers);
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@ -284,7 +284,6 @@ for "_i" from 1 to (count blck_activeMissionsList) do
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private _userelativepos = true;
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private _userelativepos = true;
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private _emplacedWeaponsThisMission = [_noEmplacedWeapons] call blck_fnc_getNumberFromRange;
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private _emplacedWeaponsThisMission = [_noEmplacedWeapons] call blck_fnc_getNumberFromRange;
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//[format["_monitorInitializedMissions(284): _noEmplacedWeapons = %1 | _emplacedWeaponsThisMission = %2 | _missionEmplacedWeapons = %3",_noEmplacedWeapons,_emplacedWeaponsThisMission,_missionEmplacedWeapons]] call blck_fnc_log;
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if (blck_useStatic && ((_emplacedWeaponsThisMission > 0) || !(_missionEmplacedWeapons isEqualTo []))) then
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if (blck_useStatic && ((_emplacedWeaponsThisMission > 0) || !(_missionEmplacedWeapons isEqualTo []))) then
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// TODO: add error checks for grpNull to the emplaced weapon spawner
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// TODO: add error checks for grpNull to the emplaced weapon spawner
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{
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{
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@ -299,48 +298,25 @@ for "_i" from 1 to (count blck_activeMissionsList) do
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uisleep 5;
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uisleep 5;
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private _noPatrols = [_noVehiclePatrols] call blck_fnc_getNumberFromRange;
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private _noPatrols = [_noVehiclePatrols] call blck_fnc_getNumberFromRange;
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//diag_log format["_monitorInitializedMissions(299): _markerMissionName = %2 | count _missionAIVehicles = %1",count _missionAIVehicles,_markerMissionName];
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/*
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diag_log format[
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"_monitorInitializeMissions(300): __noVehiclePatrols %1 | _noPatrols %2 | count _missionPatrolVehicles %3 | _missionPatrolVehicles = %4",
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_noVehiclePatrols,
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_noPatrols,
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count _missionPatrolVehicles,
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_missionPatrolVehicles
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];
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*/
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if (blck_useVehiclePatrols && ((_noPatrols > 0) || !(_missionPatrolVehicles isEqualTo []))) then
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if (blck_useVehiclePatrols && ((_noPatrols > 0) || !(_missionPatrolVehicles isEqualTo []))) then
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{
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{
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_temp = [_coords,_noPatrols,_difficulty,_missionPatrolVehicles,_userelativepos,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms,false,_vehicleCrewCount] call blck_fnc_spawnMissionVehiclePatrols;
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_temp = [_coords,_noPatrols,_difficulty,_missionPatrolVehicles,_userelativepos,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms,false,_vehicleCrewCount] call blck_fnc_spawnMissionVehiclePatrols;
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// TODO: add grpNull checks to missionVehicleSpawner
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// TODO: add grpNull checks to missionVehicleSpawner
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if (_temp isEqualTo grpNull) throw 1;
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if (_temp isEqualTo grpNull) throw 1;
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_missionAIVehicles append (_temp select 0);
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_missionAIVehicles append (_temp select 0);
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//diag_log format ["_monitorInitializedMissions(306): count (_temp select 0)/no mission vehicles spawned = %1",count (_temp select 0)];
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_blck_AllMissionAI append (_temp select 1);
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_blck_AllMissionAI append (_temp select 1);
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};
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};
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//diag_log format["_monitorInitializedMissions(310): _count _missionAIVehicles = %1",count _missionAIVehicles];
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/*
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{
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diag_log format["_monitorInitializedMissions(318): spawned vehicle %1 of type %2 object %2",_forEachIndex,typeOf _x, _x];
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} forEach _missionAIVehicles;
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*/
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uiSleep delayTime;
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uiSleep delayTime;
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//diag_log format["_monitorInitializedMissions(320): count _submarinePatrolParameters = %1 | _submarinePatrolParameters = %2",count _submarinePatrolParameters,_submarinePatrolParameters];
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if (blck_useVehiclePatrols && ((_submarinePatrols > 0) || !(_submarinePatrolParameters isEqualTo []))) then
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if (blck_useVehiclePatrols && ((_submarinePatrols > 0) || !(_submarinePatrolParameters isEqualTo []))) then
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{
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{
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_temp = [_coords,_noPatrols,_difficulty,_submarinePatrolParameters,_userelativepos,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms,_isScubaMission,_vehicleCrewCount] call blck_fnc_spawnMissionVehiclePatrols;
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_temp = [_coords,_noPatrols,_difficulty,_submarinePatrolParameters,_userelativepos,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms,_isScubaMission,_vehicleCrewCount] call blck_fnc_spawnMissionVehiclePatrols;
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// TODO: add grpNull checks to missionVehicleSpawner
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// TODO: add grpNull checks to missionVehicleSpawner
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if (_temp isEqualTo grpNull) throw 1;
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if (_temp isEqualTo grpNull) throw 1;
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_missionAIVehicles append (_temp select 0);
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_missionAIVehicles append (_temp select 0);
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//diag_log format ["_monitorInitializedMissions(327): count (_temp select 0)/no mission vehicles spawned = %1",count (_temp select 0)];
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_blck_AllMissionAI append (_temp select 1);
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_blck_AllMissionAI append (_temp select 1);
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};
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};
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//diag_log format["_monitorInitializedMissions(330): count _missionAIVehicles = %1",count _missionAIVehicles];
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/*
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{
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diag_log format["_monitorInitializedMissions(332): spawned vehicle %1 of type %2 object %2",_forEachIndex,typeOf _x, _x];
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} forEach _missionAIVehicles;
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*/
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uiSleep delayTime;
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uiSleep delayTime;
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if (_spawnCratesTiming in ["atMissionSpawnGround","atMissionSpawnAir"]) then
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if (_spawnCratesTiming in ["atMissionSpawnGround","atMissionSpawnAir"]) then
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@ -353,7 +329,7 @@ for "_i" from 1 to (count blck_activeMissionsList) do
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{
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{
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_crates = [_coords,_missionLootBoxes,_loadCratesTiming, _spawnCratesTiming, "start", _difficulty] call blck_fnc_spawnMissionCrates;
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_crates = [_coords,_missionLootBoxes,_loadCratesTiming, _spawnCratesTiming, "start", _difficulty] call blck_fnc_spawnMissionCrates;
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};
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};
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//diag_log format["_monitorInitializeMissions (318): crates spawned = %1",_crates];
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if (blck_cleanUpLootChests) then
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if (blck_cleanUpLootChests) then
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{
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{
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_objects append _crates;
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_objects append _crates;
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@ -40,7 +40,6 @@ private _hiddenObjs = [];
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};
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};
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_obj = createVehicle[_className,[0,0,0],[],0,"CAN_COLLIDE"];
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_obj = createVehicle[_className,[0,0,0],[],0,"CAN_COLLIDE"];
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_obj setPosATL _objPos;
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_obj setPosATL _objPos;
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//diag_log format["_spawnCompositionObjects: _obj = %1 | netID _obj = %2",_obj,netID _obj];
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_newObjs pushback (netID _obj);
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_newObjs pushback (netID _obj);
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[_obj, _dir] call blck_fnc_setDirUp;
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[_obj, _dir] call blck_fnc_setDirUp;
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_obj setVectorUp [0,0,1];
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_obj setVectorUp [0,0,1];
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@ -41,10 +41,6 @@ params[
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["_sideArms",[]]
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["_sideArms",[]]
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];
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];
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{
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diag_log format["_fnc_spawnGarrisonInsideBuilding_relPos: _this %1 = %2",_forEachIndex,_x];
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} forEach _this;
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if (_weaponList isEqualTo []) then {_weaponList = [_aiDifficultyLevel] call blck_fnc_selectAILoadout};
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if (_weaponList isEqualTo []) then {_weaponList = [_aiDifficultyLevel] call blck_fnc_selectAILoadout};
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if (_sideArms isEqualTo []) then {_sideArms = [_aiDifficultyLevel] call blck_fnc_selectAISidearms};
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if (_sideArms isEqualTo []) then {_sideArms = [_aiDifficultyLevel] call blck_fnc_selectAISidearms};
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if (_uniforms isEqualTo []) then {_uniforms = [_aiDifficultyLevel] call blck_fnc_selectAIUniforms};
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if (_uniforms isEqualTo []) then {_uniforms = [_aiDifficultyLevel] call blck_fnc_selectAIUniforms};
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@ -65,7 +61,7 @@ for "_i" from 1 to _statics do
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{
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{
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if (_allBldPsn isEqualTo []) exitWith {};
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if (_allBldPsn isEqualTo []) exitWith {};
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_pos = _allBldPsn deleteAt 0;
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_pos = _allBldPsn deleteAt 0;
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//diag_log format["_fnc_spawnGarrisonInsideBuilding_relPos: _pos = %1",_pos];
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diag_log format["_fnc_spawnGarrisonInsideBuilding_relPos: _pos = %1",_pos];
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_locsUsed pushBack _pos;
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_locsUsed pushBack _pos;
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_staticClassName = selectRandom _typesStatics;
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_staticClassName = selectRandom _typesStatics;
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_obj = [_staticClassName, [0,0,0]] call blck_fnc_spawnVehicle;
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_obj = [_staticClassName, [0,0,0]] call blck_fnc_spawnVehicle;
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@ -1,4 +1,4 @@
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#define blck_buildNumber 229 // Address issues with cleanup of objects
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#define blck_buildNumber 230 // Address issues with cleanup of objects
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#define blck_versionNumber 7.02
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#define blck_versionNumber 7.02
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#define blck_buildDate "10-5-20"
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#define blck_buildDate "10-5-20"
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@ -9,17 +9,24 @@ Many thanks for new Coding and ideas from Grahame.
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Significant Changes:
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Significant Changes:
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=====================
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=====================
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7.00 Build 218
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7.02 Build 230
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New: Option to hide bushes and trees that happen to be under the location in which an enterable building is spawned
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blck_hideRocksAndPlants = true; // When true, any rocks, trees or bushes under enterable buildings will be 'hidden'
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New: Added support for simple objects. Note that these can be exported by the editor tool now.
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New: Option to drop crates on a parachute at mission spawn which adds some randomness to where crates end up.
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New: Option to drop crates on a parachute at mission spawn which adds some randomness to where crates end up.
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blck_spawnCratesTiming = "atMissionSpawnAir";
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blck_spawnCratesTiming = "atMissionSpawnAir";
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New: You can now add money to crates at static missions by defining the following parameter in your .sqf for the mission.
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New: You can now add money to crates at static missions by defining the following parameter in your .sqf for the mission.
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_crateMoney = 10000;
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_crateMoney = 10000;
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// this can be a value or a range such as [1000,10000];
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this can be a value or a range such as [1000,10000];
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a random amount of money from 0 to the maximum defined will be added.
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a random amount of money from 0 to the maximum defined will be added.
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New: Added checks and logging for invalid marker types and colors; default values are now provided.
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New: Added some basic error checking and logging for incorrect entries for some key settings.
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New: Added some basic error checking and logging for incorrect entries for some key settings.
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New: 3DEN Editor plugin exports missions as .sqf formated text ready to paste into a file.
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New: 3DEN Editor plugin exports missions as .sqf formated text ready to paste into a file.
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@ -27,16 +34,20 @@ New: 3DEN Editor plugin exports missions as .sqf formated text ready to paste in
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Fixed: Don and Hostage missions could not be completed
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Fixed: Don and Hostage missions could not be completed
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Fixed: Missions tended to spawn all at once
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Fixed: Missions tended to spawn all at once
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Fixed: vehicles are spawned at a safe spot which should reduce unintended explosions
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Fixed: Vehicles sometimes blew up on spawn. vehicles are spawned at a safe spot which should reduce unintended explosions
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Fixed: Missions sometimes spawned on steep hillsides.
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Fixed: Missions sometimes spawned on steep hillsides.
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Fixed: Vehicles sometimes blew up on spawn.
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Fixed: Missions were not distributed over the entire map. The scripts now pick a random quadrant to search thus ensuring broader distribution of mission locations.
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Fixed: Money was not added to crates at dynamic missions
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Fixed: Money was not added to crates at dynamic missions
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Fixed: Markers were not shown if more than once instance of a mission was spawned.
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Fixed: No subs or scuba units were spawned at dynamic UMS missions.
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Fixed: Jets crashed at spawn in.
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Changed: Timers for spawning missions adjusted a bit to space out spawn/timeouts a bit more.
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Changed: Timers for spawning missions adjusted a bit to space out spawn/timeouts a bit more.
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Changed: The system has been upgreaded to a state-based system, meaning only one script (GMS_fnc_mainThread)is running once all missions are initialized.
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Changed: The system has been upgraded to a state-based system, meaning only one script (GMS_fnc_mainThread)is running once all missions are initialized.
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Changed: a lot of debugging was removed.
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Changed: a lot of debugging code was removed.
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Changed: List of missions for dynamic Underwater missions was moved to \Missions\GMS_missionLIsts.sqf
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Changed: List of missions for dynamic Underwater missions was moved to \Missions\GMS_missionLIsts.sqf
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Changed: Units spawned where the surface is water are spawned with UMS gear now.
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Changed: Added some CBA compatability (Thanks to porkeid for the fixes)
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6.98 Build 206
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6.98 Build 206
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FIXED: few minor bug fixes.
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FIXED: few minor bug fixes.
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@ -59,12 +70,6 @@ Removed: some debugging and map sepcific settings from blck_custom_config.sqf
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Changed: some code for finding locations for a new mission.
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Changed: some code for finding locations for a new mission.
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Added: all blckeagls map markers have the same prefix: "blckeagls_marker"
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Added: all blckeagls map markers have the same prefix: "blckeagls_marker"
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6.96 Build 199
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6.96 Build 199
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Added support for Arma servers not running Epoch or Exile
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Added support for Arma servers not running Epoch or Exile
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@ -117,8 +122,6 @@ Added offloading of AI to clients
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// TODO: set to false before release
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// TODO: set to false before release
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blck_limit_ai_offload_to_blckeagls = true; // when true, only groups spawned by blckeagls are evaluated.
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blck_limit_ai_offload_to_blckeagls = true; // when true, only groups spawned by blckeagls are evaluated.
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Fixed - Vehicle unlock when empty of crew through adding a getOut event handler.
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Fixed - Vehicle unlock when empty of crew through adding a getOut event handler.
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Code for spawning vehicles redone to reduced redundancy.
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Code for spawning vehicles redone to reduced redundancy.
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Monitoring of groups refined to route mission groups that have left the mission area back to it.
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Monitoring of groups refined to route mission groups that have left the mission area back to it.
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@ -241,7 +244,7 @@ Added: A new mission completion condition for hostage and captive missions.
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Added: Mission crates can now be spawned on the ground or in the air at mission completion.
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Added: Mission crates can now be spawned on the ground or in the air at mission completion.
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blck_spawnCratesTiming sets the default for all missions.
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blck_spawnCratesTiming sets the default for all missions.
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blck_spawnCratesTiming = "atMissionEndAir"; // Choices: "atMissionSpawnGround","atMissionStartAir","atMissionEndGround","atMissionEndAir".
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blck_spawnCratesTiming = "atMissionEndAir"; // Choices: "atMissionSpawnGround","atMissionSpawnAir","atMissionEndGround","atMissionEndAir".
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Define _spawnCratesTiming to set this parameter for a particular mission.
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Define _spawnCratesTiming to set this parameter for a particular mission.
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_spawnCratesTiming = "atMissionEndAir";
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_spawnCratesTiming = "atMissionEndAir";
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See the hostage1.sqf mission as an example.
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See the hostage1.sqf mission as an example.
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