Bug fixes. See changelog for details.
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@ -1,9 +1,7 @@
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/*
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/*
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Original Code by blckeagls
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Original Code by blckeagls
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Modified by Ghostrider
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Modified by Ghostrider
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Logic for adding AI Ammo, GL Shells and Attachments addapted from that by Buttface (A3XAI).
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Everything having to do with spawning and configuring an AI should happen here
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Last Modified 11/12/17
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--------------------------
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--------------------------
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License
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License
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--------------------------
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--------------------------
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@ -40,7 +38,9 @@ _ai1 = ObjNull;
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private _modType = call blck_fnc_getModType;
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private _modType = call blck_fnc_getModType;
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if (_modType isEqualTo "Epoch") then
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if (_modType isEqualTo "Epoch") then
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{
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{
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"I_Soldier_EPOCH" createUnit [_pos, _aiGroup, "_ai1 = this", 0.7, "COLONEL"];
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//"I_Soldier_EPOCH" createUnit [_pos, _aiGroup, "_ai1 = this", 0.7, "COLONEL"];
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// _unit = group player createUnit ["B_RangeMaster_F", position player, [], 0, "FORM"];
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_ai1 = _aiGroup createUnit ["I_Soldier_EPOCH", _pos, [], blck_baseSkill, "FORM"];
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switch(_skillLevel) do
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switch(_skillLevel) do
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{
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{
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case "blue":{_ai1 setVariable["Crypto",1 + floor(random(blck_maxMoneyBlue)),true];};
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case "blue":{_ai1 setVariable["Crypto",1 + floor(random(blck_maxMoneyBlue)),true];};
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@ -51,7 +51,8 @@ if (_modType isEqualTo "Epoch") then
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};
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};
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if (_modType isEqualTo "Exile") then
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if (_modType isEqualTo "Exile") then
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{
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{
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"i_g_soldier_unarmed_f" createUnit [_pos, _aiGroup, "_ai1 = this", blck_baseSkill, "COLONEL"];
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//"i_g_soldier_unarmed_f" createUnit [_pos, _aiGroup, "_ai1 = this", blck_baseSkill, "COLONEL"];
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_ai1 = _aiGroup createUnit ["i_g_soldier_unarmed_f", _pos, [], blck_baseSkill, "FORM"];
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switch(_skillLevel) do
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switch(_skillLevel) do
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{
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{
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case "blue":{_ai1 setVariable["ExileMoney",2 + floor(random(blck_maxMoneyBlue)),true];};
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case "blue":{_ai1 setVariable["ExileMoney",2 + floor(random(blck_maxMoneyBlue)),true];};
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@ -61,7 +62,7 @@ if (_modType isEqualTo "Exile") then
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};
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};
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};
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};
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#ifdef blck_debugMode
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#ifdef blck_debugMode
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if (blck_debugLevel > 2) then
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if (blck_debugLevel >= 2) then
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{
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{
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diag_log format["_fnc_spawnUnit::-->> unit spawned = %1",_ai1];
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diag_log format["_fnc_spawnUnit::-->> unit spawned = %1",_ai1];
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};
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};
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@ -71,7 +72,7 @@ if (_scuba) then
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{
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{
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_ai1 swiminDepth (_pos select 2);
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_ai1 swiminDepth (_pos select 2);
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#ifdef blck_debugMode
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#ifdef blck_debugMode
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if (blck_debugLevel > 2) then
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if (blck_debugLevel >= 2) then
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{
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{
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diag_log format["_fnc_spawnUnit:: -- >> unit depth = %1 and underwater for unit = %2",_pos select 2, underwater _ai1];
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diag_log format["_fnc_spawnUnit:: -- >> unit depth = %1 and underwater for unit = %2",_pos select 2, underwater _ai1];
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};
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};
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@ -8,6 +8,10 @@ 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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Significant Changes:
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=====================
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=====================
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Version 6.78 Build 107
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Fixed: blck_baseSkill is now used properly to set skill of units.
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Added: Units assemble in formation when spawned.
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Version 6.78 build 106
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Version 6.78 build 106
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Changed how event handlers are handled.
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Changed how event handlers are handled.
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bug fixes
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bug fixes
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