Updated change log and readme
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changeLog.sqf
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changeLog.sqf
@ -4,38 +4,84 @@ Loosely based on the AI mission system by blckeagls ver 2.0.2
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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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3/13/17 Version 6.58 Build 41
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3/18/17 Version 6.58 Build 44
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[Fixed] Time acceleration was not working.
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[Fixed] blck_timeAcceleration now determines if time acceleration is activated.
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[Fixed] The mission described by default2 in the blue missions folder now spawns correctly.
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You can use this as a guide for how to place loot crates or static weapons at specific locations like inside or on top of structures.
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Loot vehicles are now spawned correctly.
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Loot crates positioned at specific locations are now spawned correctely.
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static weapons to be spawned at specified positions are now spawned correctly.
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That mission is disabled by default.
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[Added] option to disable time acceleration (blck_timeAcceleration = true; line 30 of blck_config.sqf)
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[Added] options to have armed heli's patrolling the missions and for them to drop AI.
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[Added] options to have paratroops drop over missions as an alternative to the above.
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[Added] Code optimization for GMS_fnc_spawnMissionAI.sqf and several other AI spawning scripts.
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Added] Formalizing exception handling for the case in which a createGroup request returns grpNull.
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If this happens during mission spawning the mission will be aborted and all mission objects and AI will be deleted.
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This should prevent the mission system from crashing causing no further missions to spawn.
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[Changed] Coding improvements for waypoint generation.
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Tried a new approach to generating waypoints to make AI more aggressive without the overhead of the last method.
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[Added] a new configuration that sets a cap on the maximum number of spawned missions.
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blck_maxSpawnedMissions = 4; // Line 181 of blck_configs.sqf
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[Changed] Redid the mission spawner to spawn one random mission every 1 min for mission for which timers say they can be spoawned.
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This will continue until the cap is reached then randomly select a mission from those that are ready to be respawned to be spawned next.
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If you want the various missions to have an equal chance of being spawned at all times, give the the timers for blue, red, green and red timers the same values for Min and Max.
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[Chaged] logic for detecting whether a player is near the mission center or loot crates to test if a player is near any of an array of location or objects.
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[Added] a function blck_fnc_allPlayers which returns an array of allPlayers (as a temporizing fix till BIS patches the allPlayers function.
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To Do - consider moving back to storing AI in a group-based manner (doable easily, needs testing).
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Build a template for static missions (planned for Ver 6.60).
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Write a static mission spawning routine (planned for Ver 6.60).
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3/17/17 Version 6.58 Build 43
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Reverted back to v6.56 build 39 then:
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[Added] a Hit event handler to make AI more responsive. All AI in the group to which the hit AI belongs are informed of the shooter's location.
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[Changed] the Killed event handler as below.
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[Added] New logic for informing AI of the location of players to give AI a more gradual ramp up from little knowledge about player location to full knowledge.
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[Added] scripts and functions for reinforcements: a) heli patrols; b) paratroops.
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[Added] ...\custom_server\Configs\blck_defines.hpp inside which you can disable APEX gear and other attributes.
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[Changed] Re-organized variables in the configs.
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[Changed] Divided configs into tow basic parts:
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- General configs for the mission system.
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- Mod-specific configs.
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[Changed] spawnMarker.sqf in the debug folder (mission.pbo) to reduce unneeded logging.
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3/13/17 Version 6.57 Build 41
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Changed the method of tracking live AI from an array of units to an array of groups which will aid in monitoring groups for a 'stuck' state.
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Added Search and Destroy waypoints for each location in the waypoint cycle.
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Change waypoint compbat mode to "COMBAT"
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Added Group Waypoint Monitor that deals with the case wherein a group gets 'stuck' in a search and destroy waypoint without any nearby targets.
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Updated spawnMarker.sqf in the debug folder (mission.pbo) to reduce unneeded logging.
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3/12/17 Version 6.57 Build 40
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3/12/17 Version 6.57 Build 40 Reworked AI Event handlers
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Added an event handler to make AI more responsive.
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Revised logic for informing AI of the location of players to give AI a more gradual ramp up from little knowledge about player location to full knowledge.
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2/24/17 Version 6.56 Build 39.
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2/24/17 Version 6.56 Build 39. Reworked Mission End Criteria and timing of loading of loot chests
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Added a check so that mission completion by players near loot crates was tripped only when players were on foot.
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Added a setting that determines whether loot crates are loaded when the mission spawns or once the mission is complete.
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see blck_loadCratesTiming = "atMissionCompletion"; (line 78) for this configuration setting.
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1/28/17 Version 6.55 Build 38
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1/28/17 Version 6.55 Build 38 Bug Fixes
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bug fixes
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Commented out logging that is no longer needed
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Removed a weapon from loot tables that could be used for dupping.
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1/24/17 Version 6.55 Build 35
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1/24/17 Version 6.55 Build 35 Improved handling of static weapons with dead AI; added option to delete loot chests at some time after mission completion.
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Added a new configuration blck_killEmptyStaticWeapons which determines if static weapons shoudl be disabled after the AI is killed.
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Added a configuration blck_cleanUpLootChests that determines if loot crates are deleted when other mission objects are deleted.
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Fixed an issue that prevented proper deletion of mission objects and live AI.
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1/23/17 Version 6.54 Build 33
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1/23/17 Version 6.54 Build 33 Bug Fixes
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Fixed typos in GMS_fnc_vehicleMonitor.sqf
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Removed a few files that are not used or needed.
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Removed some code that had been commented out from blck_functions.sqf.
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1/22/17 Version 6.54 build 32
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1/22/17 Version 6.54 build 32 Primarily performance-oriented improvements to switch from using timers and .sqf to a 'thread' that scans various arrays related to missions and mission objects using pre-compiled functions.
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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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@ -54,7 +100,7 @@ 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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1/21/17 Build 29. Reverted to an older system for mission timers.
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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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@ -63,7 +109,7 @@ Ensured that the array used to store the location(s) of active or recent mission
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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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1/7/17 Version 6.53 Build 24 AI difficulty updates; some performance improvements.
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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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@ -75,7 +121,7 @@ fixed - GMS_fnc_updateMissionQue was not correctly updating mission information
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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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1/3/17 Version 6.51 Build 23 Added several new kinds of messaging to the UI.
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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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Added a setting blck_useKillScoreMessage = true/false; // (line 61 of the config) when true a tile is displayed to the killer with the kill score information
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@ -85,19 +131,19 @@ Added a way to easily include / exclude APEX items. To exclude them comment out
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#define useAPEX 1
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at approximately line 219 in the config.
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12/21/16 Version 6.50 Build 21
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12/21/16 Version 6.50 Build 21 Added checks that delete empty groups.
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Added a check for mod type to the routine that deletes empty groups as this is only needed for Epoch.
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Added back the code that (a) eliminates the mission timers and (b) allows multiple instances of a mission to be spawned.
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12/20/16 Version 6.46 Buid 20
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12/20/16 Version 6.46 Buid 20 Tweaks to time acceleration module.
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Moved Variables for time acceleration to the config files.
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Reworked code for time acceleration to use timeDay and BIS_fnc_sunriseSunsetTime.
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11/20/16 Build 6.45 Build 19
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11/20/16 Build 6.45 Build 19 UI-related additions and bug fixes.
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Added Option to display mission information in Toasts (Exile Only).
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Fixed an issue related to bugs in Arma 1.66
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11/16/16 Version 6.44 Build 15
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11/16/16 Version 6.44 Build 15 Added options for automated generation of location blacklists; added APEX gear; tweaks to the code that loads items into crates.
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Added parameters
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blck_blacklistTraderCities=true; // the locations of the Epoch/Exile trader cities will be pulled from the config and added to the location blacklist for the mission system.
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blcklistConcreteMixerZones = true; // Locations of the concrete mixers will be pulled from the configs; no missions will be spawned within 1000 m of these locations.
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@ -112,15 +158,15 @@ Changed: Divided rifles and optics into subcategories to better enable assigning
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Changed: DLS crate loader (not publically available yet) now uses blck_fnc_loadLootItemsFromArray rather than the prior approach for which specific crate loading functions were called depending on the loadout type (weapons, building supplies, foord etc).
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Fixed: You can now loot AI bodies in Epoch.
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11/12/16 Version 6.43 Build 12
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11/12/16 Version 6.43 Build 12 Added MAP ADDONS and Loot Crate Spawners.
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Added: MapAddons - use this to spawn AI strongholds or other compositions you generate with Eden editor at server startup.
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Added: Loot Crate Spawner - Spawn loot crates at prespecified points. This is designed so that you can spawn crates inside buildings or other structures spawned through the map-addons.
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Added: APEX weapons, sights and optics to AI and loot crates.
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11/12/16 Version 6.42 Build 11
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11/12/16 Version 6.42 Build 11 Added code to fit weapons attachments.
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Enhancements to code to equip weapons; pointrs, silencers and bipods are now attached.
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11/11/16 Version 6.42 build 10
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11/11/16 Version 6.42 build 10 Added code to fit weapons attachments. Improved code to spawn mission objects.
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Redid the code that spawns the objects at missions to work properly with the new formats generated by M3Arma EDEN Editor whilc being backwards compatible with older formats used in the existing missions.
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Added code to add scopes and other attachments to AI weapons.
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Added new variable blck_blacklistedOptics which you can use to block spawning optics like TMS.
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@ -129,53 +175,53 @@ Fixed: launchers and rounds should now be deleted when blck_removeLaunchers = tr
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Fixed: All AI should spawn with a uniform.
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More bug fixes and correction of typos.
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11/2/16 Version 6.41 Build 9
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11/2/16 Version 6.41 Build 9 Kill message improvements; added money to AI.
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Added a parameter blck_useKilledAIName that, when true, changes the kill messages to show player name and AI unit name
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Added message to players for killstreaks and a crypto/Tabs bonus for killstreaks.
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Exile: AI spawn with a few tabs.
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//Epoch: AI spawn with a few Crypto
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Corrected an error that would spawn Epoch NVG on AI in Exile.
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10/25/16 Version 6.4 Build 8
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10/25/16 Version 6.4 Build 8 Code improvements.
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Reworked the code to spawn vehicle patrols and static weapons and clean them up.
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Reworked the code that messages players to be sure that calling titleText does not hang the messaging function and delay hints or system chat notifications.
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10/22/16 v 6.3 Build 8-14-16
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10/22/16 v 6.3 Build 8-14-16 Code performance improvements.
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Moved routines that delete dead AI, Alive AI and mission objects from individual loops to a single loop spawned by blck_init.sqf.
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Added functions to cache these data with time stamps for later time-based deletion.
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10/21/16 Version 6.2 Build 7
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10/21/16 Version 6.2 Build 7 Coding improvements
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Redid system for markers which are now defined in the mission template reducing dependence on client side configurations for each mission or marker type.
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Bug-fixes for helicrashes including ensuring that live AI are despawned after a certain time.
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10-1-16 Version 6.1.4 Build 6
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10-1-16 Version 6.1.4 Build 6 Added a time acceleration function
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1) Added back the time acceleration module
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9-25-16 Version 6.1.4 Build 6
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9-25-16 Version 6.1.4 Build 6 bug fixes; added metadata.
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1) Added metadata for Australia 5.0.1
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2) Fixed bugs with the IED notifications used when a player is penalized for illeagal AI Kills. _fnc_processIlegalKills (server side) and blckClient (client side) reworked. _this select 0 etc was replaced with params[] throughout. Many minor errors were corrected.
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9/24/16 Version 6.1.3 Build 5
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9/24/16 Version 6.1.3 Build 5 Code optimization
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1) Re-wrote the SLS crate spawning code which now relies on functions for crate spawning and generating a smoke source already used by the mission system. Replaced old functions with newer ones (e.g., params[] and selectRandom). Found a few bugs. Broke the script up into several discrete functions. Tested on Exile and Epoch,
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2) Reworked the code for generating a smoke source. Added additional options with defaults set using params[].
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9-19-16 Ver 6.1.2/11/16
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9-19-16 Ver 6.1.2/11/16 Bug fixes.
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Minor bug fixes to support Exile.
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Corrected errors with scout and hunter missions trying to spawn using Epoch headgear.
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Corrected error wherein AI were spawned as Epoch soldiers
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Inactivated a call to an exile function that had no value
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9-15-16 vER 6.1.1
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9-15-16 vER 6.1.1 Bug fixes.
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1) Reverted to the old spawnUnits routine because the new one was not spawning AI at Scouts and Hunters correctly.
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9-13-16 Ver 6.10
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9-13-16 Ver 6.10 Improved vehicle patrols.
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1) Added waypoints for spawned AI Vehicles.
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2) Reworked the logic for generating the positions of these waypoints
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3) Added loiter waypoints in addition to move wayponts.
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4) Reworked the param/params for spawnUnits
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5) several other minor optimizations.
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9-3-16 Ver 6.0
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9-3-16 Ver 6.0
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1) Re-did the custom_server folder so the mod automatically starts. Blck_client.sqf no longer calls the mod from the server.
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2) Added a variable blck_modType which presently can be either "Epoch" or "Exile" with the aim of having a single mission system for both mods.
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3) Added a more intelligent method for loading key components (variables, functions, and map-specific parameters).
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