Bug fixes. See changelog for details.

This commit is contained in:
Ghostrider-DbD- 2018-01-10 07:43:39 -05:00
parent 0066417dc1
commit 8795b013a7
2 changed files with 12 additions and 7 deletions

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@ -1,9 +1,7 @@
/* /*
Original Code by blckeagls Original Code by blckeagls
Modified by Ghostrider Modified by Ghostrider
Logic for adding AI Ammo, GL Shells and Attachments addapted from that by Buttface (A3XAI).
Everything having to do with spawning and configuring an AI should happen here
Last Modified 11/12/17
-------------------------- --------------------------
License License
-------------------------- --------------------------
@ -40,7 +38,9 @@ _ai1 = ObjNull;
private _modType = call blck_fnc_getModType; private _modType = call blck_fnc_getModType;
if (_modType isEqualTo "Epoch") then if (_modType isEqualTo "Epoch") then
{ {
"I_Soldier_EPOCH" createUnit [_pos, _aiGroup, "_ai1 = this", 0.7, "COLONEL"]; //"I_Soldier_EPOCH" createUnit [_pos, _aiGroup, "_ai1 = this", 0.7, "COLONEL"];
// _unit = group player createUnit ["B_RangeMaster_F", position player, [], 0, "FORM"];
_ai1 = _aiGroup createUnit ["I_Soldier_EPOCH", _pos, [], blck_baseSkill, "FORM"];
switch(_skillLevel) do switch(_skillLevel) do
{ {
case "blue":{_ai1 setVariable["Crypto",1 + floor(random(blck_maxMoneyBlue)),true];}; case "blue":{_ai1 setVariable["Crypto",1 + floor(random(blck_maxMoneyBlue)),true];};
@ -51,7 +51,8 @@ if (_modType isEqualTo "Epoch") then
}; };
if (_modType isEqualTo "Exile") then if (_modType isEqualTo "Exile") then
{ {
"i_g_soldier_unarmed_f" createUnit [_pos, _aiGroup, "_ai1 = this", blck_baseSkill, "COLONEL"]; //"i_g_soldier_unarmed_f" createUnit [_pos, _aiGroup, "_ai1 = this", blck_baseSkill, "COLONEL"];
_ai1 = _aiGroup createUnit ["i_g_soldier_unarmed_f", _pos, [], blck_baseSkill, "FORM"];
switch(_skillLevel) do switch(_skillLevel) do
{ {
case "blue":{_ai1 setVariable["ExileMoney",2 + floor(random(blck_maxMoneyBlue)),true];}; case "blue":{_ai1 setVariable["ExileMoney",2 + floor(random(blck_maxMoneyBlue)),true];};
@ -61,7 +62,7 @@ if (_modType isEqualTo "Exile") then
}; };
}; };
#ifdef blck_debugMode #ifdef blck_debugMode
if (blck_debugLevel > 2) then if (blck_debugLevel >= 2) then
{ {
diag_log format["_fnc_spawnUnit::-->> unit spawned = %1",_ai1]; diag_log format["_fnc_spawnUnit::-->> unit spawned = %1",_ai1];
}; };
@ -71,7 +72,7 @@ if (_scuba) then
{ {
_ai1 swiminDepth (_pos select 2); _ai1 swiminDepth (_pos select 2);
#ifdef blck_debugMode #ifdef blck_debugMode
if (blck_debugLevel > 2) then if (blck_debugLevel >= 2) then
{ {
diag_log format["_fnc_spawnUnit:: -- >> unit depth = %1 and underwater for unit = %2",_pos select 2, underwater _ai1]; diag_log format["_fnc_spawnUnit:: -- >> unit depth = %1 and underwater for unit = %2",_pos select 2, underwater _ai1];
}; };

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@ -8,6 +8,10 @@ Ideas or code from that by Vampire and KiloSwiss have been used for certain func
Significant Changes: Significant Changes:
===================== =====================
Version 6.78 Build 107
Fixed: blck_baseSkill is now used properly to set skill of units.
Added: Units assemble in formation when spawned.
Version 6.78 build 106 Version 6.78 build 106
Changed how event handlers are handled. Changed how event handlers are handled.
bug fixes bug fixes