Bug Fixes. Fixed a few typos for the Exile Configs.
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@ -86,4 +86,5 @@
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//diag_log format["_fnc_endMission:: (34) _mission = %1",_mission];
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[_mission,"inactive",[0,0,0]] call blck_fnc_updateMissionQue;
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blck_missionsRunning = blck_missionsRunning - 1;
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_aborted
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@ -32,13 +32,14 @@ for "_i" from 1 to (count blck_liveMissionAI) do
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//diag_log format["_fnc_cleanupAliveAI:: (34) evaluating with delete time = %2 and diag_tickTime %1", diag_tickTime, _units select 1];
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if (diag_tickTime > (_units select 1) ) then
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{
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//diag_log format["_fnc_cleanupAliveAI:: cleaning up AI group %1",_units];
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diag_log format["_fnc_cleanupAliveAI:: cleaning up AI group %1",_units];
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{
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diag_log format["_fnc_cleanupAliveAI:: deleting unit %1",_x];
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diag_log format["_fnc_cleanupAliveAI:: vehicle _x = %1",vehicle _x];
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if (_x != vehicle _x) then
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if (vehicle _x != _x) then // mark the vehicle for deletion
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{
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[vehicle _x] call blck_fnc_decomissionAIVehicle;
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(vehicle _x) setVariable["blck_DeleteAt",diag_tickTime];
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};
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[_x] call blck_fnc_deleteAI;
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}forEach (_units select 0);
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@ -13,16 +13,41 @@
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http://creativecommons.org/licenses/by-nc-sa/4.0/
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*/
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#include "\q\addons\custom_server\Configs\blck_defines.hpp";
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// Unused at present, reserved for the future
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private ["_ai_veh","_ai_veh_type","_ai_veh_name"];
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diag_log "Vehicle Decommisioning handler activated";
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params["_veh"];
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//diag_log "Vehicle Decommisioning handler activated";
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params["_ai_veh"];
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if (_veh getVariable["DBD_vehType","none"] isEqualTo "emplaced") then // Deal with a static weapon
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{
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if (blck_killEmptyStaticWeapons) then
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{
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if (blck_debugLevel > 2) then {diag_log format["_fnc_vehicleMonitor:: case of destroyed where vehicle = %1",_veh];};
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_veh setDamage 1;
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_veh setVariable["blck_DeleteAt",diag_tickTime + 60];
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} else {
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[_veh] call blck_fnc_releaseVehicleToPlayers;
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};
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}else { // Deal with vehicles
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if (blck_killEmptyAIVehicles) then
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{
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if (blck_debugLevel > 2) then {diag_log format["_fnc_vehicleMonitor:: case of patrol vehicle destroyed where vehicle = %1",_veh];};
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{
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_veh setHitPointDamage [_x, 1];
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} forEach ["HitLFWheel","HitLF2Wheel","HitRFWheel","HitRF2Wheel","HitEngine","HitLBWheel","HitLMWheel","HitRBWheel","HitRMWheel","HitTurret","HitGun","HitTurret","HitGun","HitTurret","HitGun","HitTurret","HitGun"];
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_veh setVariable["blck_DeleteAt",diag_tickTime + 60];
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} else {
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if (blck_debugLevel > 0) then {diag_log format["_fnc_vehicleMonitor:: case of release vehicle = %1 to player with blck_missionVehicles = %2",_veh, blck_missionVehicles];};
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blck_missionVehicles = blck_missionVehicles - [_veh];
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if (blck_debugLevel > 0) then {diag_log format["_fnc_vehicleMonitor:: blck_missionVehicles updated to %1", blck_missionVehicles];};
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[_veh] call blck_fnc_releaseVehicleToPlayers;
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};
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};
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/*
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_ai_veh = _this select 0;
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*/
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_if (_ai_veh getVariable["disabled",false]) exitWith {};
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_ai_veh setVariable["disabled",true];
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@ -36,64 +36,68 @@ _fn_releaseVehicle = {
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{
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if (diag_tickTime > (_veh getVariable["blck_DeleteAt",0])) then
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{
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[_veh] call blck_deleteVehicle;
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{
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_veh removeAllEventHandlers _x;
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}forEach ["Hit","HitPart","GetIn","GetOut","Fired","FiredNear"];
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deleteVehicle _veh;
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blck_missionVehicles = blck_missionVehicles - [_veh];
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};
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};
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if ({alive _x} count crew _veh < 1) then
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{
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if (_veh getVariable["DBD_vehType","none"] isEqualTo "emplaced") then // Deal with a static weapon
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} else {
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if ({alive _x} count crew _veh < 1) then
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{
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if (blck_killEmptyStaticWeapons) then
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if (_veh getVariable["DBD_vehType","none"] isEqualTo "emplaced") then // Deal with a static weapon
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{
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//if (blck_debugLevel > 2) then {diag_log format["_fnc_vehicleMonitor:: case of destroyed where vehicle = %1",_veh];};
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_veh setDamage 1;
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_veh setVariable["blck_DeleteAt",diag_tickTime + 60];
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} else {
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[_veh] call blck_fnc_releaseVehicleToPlayers;
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};
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}else { // Deal with vehicles
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if (blck_killEmptyAIVehicles) then
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{
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//if (blck_debugLevel > 2) then {diag_log format["_fnc_vehicleMonitor:: case of patrol vehicle destroyed where vehicle = %1",_veh];};
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if (blck_killEmptyStaticWeapons) then
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{
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_veh setHitPointDamage [_x, 1];
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} forEach ["HitLFWheel","HitLF2Wheel","HitRFWheel","HitRF2Wheel","HitEngine","HitLBWheel","HitLMWheel","HitRBWheel","HitRMWheel","HitTurret","HitGun","HitTurret","HitGun","HitTurret","HitGun","HitTurret","HitGun"];
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_veh setVariable["blck_DeleteAt",diag_tickTime + 60];
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} else {
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if (blck_debugLevel > 0) then {diag_log format["_fnc_vehicleMonitor:: case of release vehicle = %1 to player with blck_missionVehicles = %2",_veh, blck_missionVehicles];};
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blck_missionVehicles = blck_missionVehicles - [_veh];
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if (blck_debugLevel > 0) then {diag_log format["_fnc_vehicleMonitor:: blck_missionVehicles updated to %1", blck_missionVehicles];};
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[_veh] call blck_fnc_releaseVehicleToPlayers;
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};
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};
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} else { // Add magazine to vehicle if possible
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private ["_crew","_mag","_allMags","_cnt"];
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//_veh setVehicleAmmo 1;
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//_veh setFuel 1;
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// https://community.bistudio.com/wiki/fullCrew
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// 0 1 2 3 4
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// returns Array - format [[<Object>unit,<String>role,<Number>cargoIndex,<Array>turretPath,<Boolean>personTurret], ...]
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//diag_log format["_fnc_vehicleMonitor:: (65) _veh = %1",_veh];
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if ({alive _x and !(isPlayer _x)} count (crew _veh) > 0) then
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{
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_crew = fullCrew _veh;
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//diag_log format["_fnc_vehicleMonitor:: (67) _crew = %1",_crew];
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{
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//diag_log format ["_fnc_vehicleMonitor:: (69) _x = %1",_x];
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_mag = _veh currentMagazineTurret (_x select 3);
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if (count _mag > 0) then
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{
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//diag_log format["_fnc_vehicleMonitor:: (71) _mag is typeName %1", typeName _mag];
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//diag_log format ["_fnc_vehicleMonitor:: (71) length _mag = %2 and _mag = %1",_mag,count _mag];
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_allMags = magazinesAmmo _veh;
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//diag_log format["_fnc_vehicleMonitor:: (71) _allMags = %1",_allMags];
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_cnt = ( {_mag isEqualTo (_x select 0)}count _allMags);
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//diag_log format["_fnc_vehicleMonitor:: (75) _cnt = %1",_cnt];
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if (_cnt < 2) then {_veh addMagazineCargo [_mag,2]};
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//if (blck_debugLevel > 2) then {diag_log format["_fnc_vehicleMonitor:: case of destroyed where vehicle = %1",_veh];};
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_veh setDamage 1;
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_veh setVariable["blck_DeleteAt",diag_tickTime + 60];
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} else {
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[_veh] call blck_fnc_releaseVehicleToPlayers;
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};
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} forEach _crew;
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}else { // Deal with vehicles
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if (blck_killEmptyAIVehicles) then
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{
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//if (blck_debugLevel > 2) then {diag_log format["_fnc_vehicleMonitor:: case of patrol vehicle destroyed where vehicle = %1",_veh];};
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{
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_veh setHitPointDamage [_x, 1];
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} forEach ["HitLFWheel","HitLF2Wheel","HitRFWheel","HitRF2Wheel","HitEngine","HitLBWheel","HitLMWheel","HitRBWheel","HitRMWheel","HitTurret","HitGun","HitTurret","HitGun","HitTurret","HitGun","HitTurret","HitGun"];
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_veh setVariable["blck_DeleteAt",diag_tickTime + 60];
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} else {
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if (blck_debugLevel > 0) then {diag_log format["_fnc_vehicleMonitor:: case of release vehicle = %1 to player with blck_missionVehicles = %2",_veh, blck_missionVehicles];};
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blck_missionVehicles = blck_missionVehicles - [_veh];
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if (blck_debugLevel > 0) then {diag_log format["_fnc_vehicleMonitor:: blck_missionVehicles updated to %1", blck_missionVehicles];};
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[_veh] call blck_fnc_releaseVehicleToPlayers;
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};
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};
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} else { // Add magazine to vehicle if possible
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private ["_crew","_mag","_allMags","_cnt"];
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//_veh setVehicleAmmo 1;
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//_veh setFuel 1;
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// https://community.bistudio.com/wiki/fullCrew
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// 0 1 2 3 4
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// returns Array - format [[<Object>unit,<String>role,<Number>cargoIndex,<Array>turretPath,<Boolean>personTurret], ...]
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//diag_log format["_fnc_vehicleMonitor:: (65) _veh = %1",_veh];
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if ({alive _x and !(isPlayer _x)} count (crew _veh) > 0) then
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{
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_crew = fullCrew _veh;
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//diag_log format["_fnc_vehicleMonitor:: (67) _crew = %1",_crew];
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{
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//diag_log format ["_fnc_vehicleMonitor:: (69) _x = %1",_x];
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_mag = _veh currentMagazineTurret (_x select 3);
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if (count _mag > 0) then
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{
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//diag_log format["_fnc_vehicleMonitor:: (71) _mag is typeName %1", typeName _mag];
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//diag_log format ["_fnc_vehicleMonitor:: (71) length _mag = %2 and _mag = %1",_mag,count _mag];
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_allMags = magazinesAmmo _veh;
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//diag_log format["_fnc_vehicleMonitor:: (71) _allMags = %1",_allMags];
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_cnt = ( {_mag isEqualTo (_x select 0)}count _allMags);
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//diag_log format["_fnc_vehicleMonitor:: (75) _cnt = %1",_cnt];
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if (_cnt < 2) then {_veh addMagazineCargo [_mag,2]};
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};
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} forEach _crew;
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};
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};
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};
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}forEach _vehList;
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@ -14,7 +14,7 @@
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blck_debugON = false;
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blck_debugLevel = 0; // Sets level of detail for debugging info - WIP.
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blck_minFPS = 10;
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blck_minFPS = 10;
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////////////////////////////////////////////////
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// Do Not Touch Anything Below This Line
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@ -109,16 +109,16 @@
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// The behavior of these can be linked to some degree to the spawning of patrolling helis.
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// For example, if you always want a helicopter to spawn paratroops set the value 1.
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// If you never want helicopters to spawn them set the value to 0.
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blck_chanceParaBlue = 0.2; // [0 - 1] set to 0 to deactivate and 1 to always have paratroops spawn over the center of the mission.
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blck_chanceParaBlue = 0.1; // [0 - 1] set to 0 to deactivate and 1 to always have paratroops spawn over the center of the mission.
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blck_noParaBlue = 3; // [1-N]
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blck_chanceParaRed = 0.3;
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blck_noParaRed = 3;
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blck_chanceParaGreen = 0.2;
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blck_chanceParaGreen = 0.4;
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blck_noParaGreen = 0.4;
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blck_chanceParaOrange = 0.4;
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blck_chanceParaOrange = 0.5;
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blck_noParaOrange = 4;
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// Supplemental Loot Parameters.
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@ -152,7 +152,7 @@
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blck_patrolHelisGreen = _blck_littleBirds;
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blck_chanceHeliPatrolOrange = 0.5;
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blck_patrolHelisOrange = _blck_armed_hellcats+_blck_armed_orcas;
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blck_patrolHelisOrange = _blck_littleBirds; //_blck_armed_hellcats+_blck_armed_orcas;
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////////////////////
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@ -251,7 +251,6 @@
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blck_groupBehavior = "SENTRY"; // Suggested choices are "SAD", "SENTRY", "AWARE" https://community.bistudio.com/wiki/ArmA:_AI_Combat_Modes
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blck_combatMode = "RED"; // Change this to "YELLOW" if the AI wander too far from missions for your tastes.
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blck_groupFormation = "WEDGE"; // Possibilities include "WEDGE","VEE","FILE","DIAMOND"
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blck_AI_Side = RESISTANCE;
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blck_addAIMoney = true;
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blck_chanceBackpack = 0.3; // Chance AI will be spawned with a backpack
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blck_useNVG = true; // When true, AI will be spawned with NVG if is dark
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@ -287,7 +286,7 @@
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// Orange Missions
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blck_MinAI_Orange = 20;
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blck_MaxAI_Orange = 25;
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blck_AIGrps_Orange = 6;
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blck_AIGrps_Orange = 5;
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blck_SkillsOrange = [
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["aimingAccuracy",0.4],["aimingShake",0.7],["aimingSpeed",0.7],["endurance",1.00],["spotDistance",1.0],["spotTime",1.0],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]
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];
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@ -295,7 +294,7 @@
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// Green Missions
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blck_MinAI_Green = 16;
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blck_MaxAI_Green = 21;
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blck_AIGrps_Green = 5;
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blck_AIGrps_Green = 4;
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blck_SkillsGreen = [
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["aimingAccuracy",0.3],["aimingShake",0.65],["aimingSpeed",0.65],["endurance",0.9],["spotDistance",0.9],["spotTime",0.9],["courage",0.9],["reloadSpeed",0.9],["commanding",0.9],["general",0.75]
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];
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@ -322,7 +321,60 @@
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blck_maxMoneyRed = 15;
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blck_maxMoneyBlue = 10;
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#ifdef DBDserver
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blck_AIAlertDistance = [150,225,250,300]; // Radius within which AI will be notified of enemy activity. Depricated as a group-sed system is used now. The group is informed of the enemy location when a group member is hit or killed.
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//blck_AIAlertDistance = [150,225,400,500];
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// How precisely player locations will be revealed to AI after an AI kill
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// values are ordered as follows [blue, red, green, orange];
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blck_AIIntelligence = [0.3, 0.5, 0.7, 0.9];
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blck_baseSkill = 0.7; // The overal skill of the AI - range 0.1 to 1.0.
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/***************************************************************
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MISSION TYPE SPECIFIC AI SETTINGS
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**************************************************************/
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//This defines the skill, minimum/Maximum number of AI and how many AI groups are spawned for each mission type
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// Orange Missions
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blck_MinAI_Orange = 20;
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blck_MaxAI_Orange = 25;
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blck_AIGrps_Orange = 5;
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blck_SkillsOrange = [
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["aimingAccuracy",0.2],["aimingShake",0.5],["aimingSpeed",0.7],["endurance",1.00],["spotDistance",1.0],["spotTime",0.7],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]
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];
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// Green Missions
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blck_MinAI_Green = 16;
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blck_MaxAI_Green = 21;
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blck_AIGrps_Green = 4;
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blck_SkillsGreen = [
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["aimingAccuracy",0.18],["aimingShake",0.45],["aimingSpeed",0.65],["endurance",0.9],["spotDistance",0.9],["spotTime",0.65],["courage",0.9],["reloadSpeed",0.9],["commanding",0.9],["general",0.75]
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];
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// Red Missions
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blck_MinAI_Red = 12;
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blck_MaxAI_Red = 15;
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blck_AIGrps_Red = 3;
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blck_SkillsRed = [
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["aimingAccuracy",0.16],["aimingShake",0.4],["aimingSpeed",0.6],["endurance",0.80],["spotDistance",0.7],["spotTime",0.6],["courage",0.80],["reloadSpeed",0.70],["commanding",0.8],["general",0.70]
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];
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// Blue Missions
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blck_MinAI_Blue = 8;
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blck_MaxAI_Blue = 12;
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blck_AIGrps_Blue = 2;
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blck_SkillsBlue = [
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["aimingAccuracy",0.12],["aimingShake",0.3],["aimingSpeed",0.5],["endurance",0.50],["spotDistance",0.6],["spotTime",0.6],["courage",0.60],["reloadSpeed",0.60],["commanding",0.7],["general",0.60]
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];
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// Add some money to AI; only works with Exile for now.
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blck_maxMoneyOrange = 25;
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blck_maxMoneyGreen = 20;
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blck_maxMoneyRed = 15;
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blck_maxMoneyBlue = 10;
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#endif
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private["_modType"];
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_modType = [] call blck_fnc_getModType;
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if (_modType isEqualTo "Epoch") then
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@ -40,6 +40,7 @@ AI WEAPONS, UNIFORMS, VESTS AND GEAR
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**********************************************************************************/
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blck_AI_Side = RESISTANCE;
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blck_AIPatrolVehicles = ["B_G_Offroad_01_armed_EPOCH","B_LSV_01_armed_F"]; // Type of vehicle spawned to defend AI bases
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#define useAPEX 1
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@ -17,8 +17,6 @@
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////////////
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// Exile-specific settings
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////////////
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blck_blacklistSpawns = false;
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blck_listConcreteMixerZones = false;
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// list of locations that are protected against mission spawns
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@ -41,7 +39,10 @@ switch (toLower(worldName)) do
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AI WEAPONS, UNIFORMS, VESTS AND GEAR
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**********************************************************************************/
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blck_blacklistSpawns = false;
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blck_listConcreteMixerZones = false;
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blck_AI_Side = EAST;
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blck_AIPatrolVehicles = ["Exile_Car_Offroad_Armed_Guerilla01","Exile_Car_Offroad_Armed_Guerilla02","Exile_Car_BTR40_MG_Green","Exile_Car_BTR40_MG_Camo","Exile_Car_HMMWV_M134_Green","Exile_Car_HMMWV_M134_Desert",/*"Exile_Car_HMMWV_M134_Desert","Exile_Car_HMMWV_M2_Desert",*/"B_LSV_01_armed_F"]; // Type of vehicle spawned to defend AI bases
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// Blacklisted itesm
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@ -133,8 +134,8 @@ AI WEAPONS, UNIFORMS, VESTS AND GEAR
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//This defines the random weapon to spawn on the AI
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//https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Weapons
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blck_WeaponList_Orange = blck_RifleSniper + blck_RifleAsault_650 + blck_RifleLMG + blck_DLC_Sniper + blck_DLC_MMG;
|
||||
blck_WeaponList_Green = blck_RifleSniper + blck_RifleAsault_650 +blck_RifleLMG + blck_DLC_MMG + blck_apexWeapons;
|
||||
blck_WeaponList_Blue = blck_RifleOther + blck_RifleAsault_556 +blck_RifleAsault_650;
|
||||
blck_WeaponList_Green = blck_RifleSniper + blck_RifleAsault_650 +blck_RifleLMG + blck_DLC_MMG;
|
||||
blck_WeaponList_Blue = blck_RifleOther + blck_RifleAsault_556 + blck_RifleAsault_650;
|
||||
blck_WeaponList_Red = blck_RifleAsault_556 + blck_RifleSniper + blck_RifleAsault_650 + blck_RifleLMG;
|
||||
|
||||
#ifdef useAPEX
|
||||
|
@ -90,17 +90,19 @@ if (blck_debugON || (blck_debugLevel isEqualTo 3)) then
|
||||
// Used primarily for debugging.
|
||||
diag_log "[blckeagls] Debug seting is ON, Custom configurations used";
|
||||
|
||||
blck_timeAccelerationDay = 6; // Daytime time accelearation
|
||||
blck_timeAccelerationDusk = 6; // Dawn/dusk time accelearation
|
||||
blck_useTimeAcceleration = false; // When true, time acceleration will be periodically updated based on amount of daylight at that time according to the values below.
|
||||
blck_timeAccelerationDay = 12; // Daytime time accelearation
|
||||
blck_timeAccelerationDusk = 18; // Dawn/dusk time accelearation
|
||||
blck_timeAccelerationNight = 24; // Nighttim time acceleration
|
||||
|
||||
blck_mainThreadUpdateInterval = 10;
|
||||
blck_enableOrangeMissions = 1;
|
||||
blck_enableGreenMissions = 1;
|
||||
blck_enableRedMissions = 1;
|
||||
blck_enableBlueMissions = 1;
|
||||
blck_enableHunterMissions = 1;
|
||||
blck_enableScoutsMissions = 1;
|
||||
blck_maxCrashSites = 0;
|
||||
blck_enableHunterMissions = -1;
|
||||
blck_enableScoutsMissions = -1;
|
||||
blck_maxCrashSites = 1;
|
||||
|
||||
blck_enabeUnderwaterMissions = -1;
|
||||
|
||||
@ -108,6 +110,7 @@ if (blck_debugON || (blck_debugLevel isEqualTo 3)) then
|
||||
blck_AliveAICleanUpTimer = 10; // Time after mission completion at which any remaining live AI are deleted.
|
||||
blck_bodyCleanUpTimer = 10;
|
||||
|
||||
blck_chanceHeliPatrolBlue = 1;
|
||||
blck_SpawnEmplaced_Orange = 4; // Number of static weapons at Orange Missions
|
||||
blck_SpawnEmplaced_Green = 3; // Number of static weapons at Green Missions
|
||||
blck_SpawnEmplaced_Blue = 1; // Number of static weapons at Blue Missions
|
||||
@ -135,12 +138,12 @@ if (blck_debugON || (blck_debugLevel isEqualTo 3)) then
|
||||
blck_TMax_Scouts = 22;
|
||||
blck_TMax_Crashes = 15;
|
||||
|
||||
//blck_MissionTimout = 120; // 40 min
|
||||
//blck_MinAI_Blue = 2;
|
||||
//blck_MaxAI_Blue = 4;
|
||||
//blck_AIGrps_Blue = 4;
|
||||
//blck_MissionTimout = 360; // 40 min
|
||||
blck_MinAI_Blue = 1;
|
||||
blck_MaxAI_Blue = 2;
|
||||
blck_AIGrps_Blue = 1;
|
||||
|
||||
|
||||
/*
|
||||
blck_SkillsBlue = [
|
||||
["aimingAccuracy",0.01],
|
||||
["aimingShake",0.01],
|
||||
@ -153,7 +156,7 @@ if (blck_debugON || (blck_debugLevel isEqualTo 3)) then
|
||||
["commanding",0.8],
|
||||
["general",1.00]
|
||||
];
|
||||
*/
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
@ -23,9 +23,6 @@ _blck_loadingStartTime = diag_tickTime;
|
||||
#include "\q\addons\custom_server\init\build.sqf";
|
||||
diag_log format["[blckeagls] Loading version %1 Build %2",_blck_versionDate,_blck_version];
|
||||
|
||||
#ifdef DBDserver
|
||||
diag_log "[blckegls] Running DBD Clan Version";
|
||||
#endif
|
||||
|
||||
call compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\blck_variables.sqf";
|
||||
waitUntil {(isNil "blck_variablesLoaded") isEqualTo false;};
|
||||
@ -64,14 +61,6 @@ blck_worldSet = nil;
|
||||
diag_log "[blckeagls] Loading Mission Lists";
|
||||
#include "\q\addons\custom_server\Missions\GMS_missionLists.sqf";
|
||||
|
||||
#ifdef DBDserver
|
||||
//start the dynamic loot crate system
|
||||
[] execVM "\q\addons\custom_server\DLS\DLS_init.sqf";
|
||||
waitUntil {(isNil "blck_DLSComplete") isEqualTo false;};
|
||||
waitUntil{blck_DLSComplete};
|
||||
blck_DLSComplete = nil;
|
||||
#endif
|
||||
|
||||
// Load any user-defined specifications or overrides
|
||||
call compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Configs\blck_custom_config.sqf";
|
||||
|
||||
@ -116,25 +105,6 @@ if (blck_enableBlueMissions > 0) then
|
||||
//[_missionListBlue,_pathBlue,"BlueMarker","blue",blck_TMin_Blue,blck_TMax_Blue] spawn blck_fnc_missionTimer;//Starts minor mission system (Blue Map Markers)
|
||||
[_missionListBlue,_pathBlue,"BlueMarker","blue",blck_TMin_Blue,blck_TMax_Blue,blck_enableBlueMissions] call blck_fnc_addMissionToQue;
|
||||
};
|
||||
#ifdef DBDserver
|
||||
if (blck_enableScoutsMissions > 0) then
|
||||
{
|
||||
//[_missionListScouts,_pathScouts,"ScoutsMarker","red",blck_TMin_Scouts,blck_TMax_Scouts] spawn blck_fnc_missionTimer;
|
||||
[_missionListScouts,_pathScouts,"ScoutsMarker","red",blck_TMin_Scouts,blck_TMax_Scouts,blck_enableScoutsMissions, false] call blck_fnc_addMissionToQue;
|
||||
};
|
||||
if (blck_enableHunterMissions > 0) then
|
||||
{
|
||||
//[_missionListHunters,_pathHunters,"HunterMarker","green",blck_TMin_Hunter,blck_TMax_Hunter] spawn blck_fnc_missionTimer;
|
||||
// params["_missionList","_path","_marker","_difficulty","_tMin","_tMax","_noMissions"];
|
||||
[_missionListHunters,_pathHunters,"HunterMarker","green",blck_TMin_Hunter,blck_TMax_Hunter,blck_enableHunterMissions, false] call blck_fnc_addMissionToQue;
|
||||
};
|
||||
|
||||
// Running new version of Crash sites.
|
||||
if (blck_maxCrashSites > 0) then
|
||||
{
|
||||
[] execVM "\q\addons\custom_server\Missions\HeliCrashs\Crashes2.sqf";
|
||||
};
|
||||
#endif
|
||||
|
||||
// start the main thread for the mission system which monitors missions running and stuff to be cleaned up
|
||||
[] spawn blck_fnc_mainThread;
|
||||
|
@ -1,3 +1,3 @@
|
||||
private ["_version","_versionDate"];
|
||||
_blck_version = "6.58 Build 50";
|
||||
_blck_versionDate = "4-5-17 8:00 PM";
|
||||
_blck_version = "6.58 Build 51";
|
||||
_blck_versionDate = "4-10-17 8:00 PM";
|
||||
|
Loading…
Reference in New Issue
Block a user