Temporary fix for turret AI beign spawned with wet suits

This commit is contained in:
Chris Cardozo 2020-10-20 00:51:59 -04:00
parent ca03da88b1
commit 920f8bf526
5 changed files with 10 additions and 6 deletions

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@ -70,6 +70,8 @@ _unit allowDammage true;
_unit setBehaviour "COMBAT";
_unit setunitpos "AUTO";
/*
//
if (surfaceIsWater (getPos _unit)) then
{
_uniforms = blck_UMS_uniforms;
@ -77,6 +79,7 @@ if (surfaceIsWater (getPos _unit)) then
_weaponList = blck_UMS_weapons;
_vests = blck_UMS_vests;
};
*/
_unit forceAddUniform (selectRandom _uniforms);
if !(_headGear isEqualTo []) then
{

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@ -1,4 +1,4 @@
#define blck_buildNumber 230 // Address issues with cleanup of objects
#define blck_versionNumber 7.02
#define blck_buildDate "10-5-20"
#define blck_buildNumber 231 // Address issues with cleanup of objects
#define blck_versionNumber 7.03
#define blck_buildDate "10-12-20"

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@ -30,6 +30,7 @@ General settings include:
Whether players are penalized for running over AI or shootting them with OP weapons.
Loot can also be configured for each mission class or mission. You can modify the number of weapons, magazines, items, construction materials, etc.
TO do this, add these custom loot paramters to the particular missions you wish to use them in, or define the tables in a config then refer to them in the mission(s).
You can also adjust the choices for each of these types of items.
The equipment selected for each class of mission can also be specified(uniforms, vests, headgear, backpcks, weapons, pistols).
Alternatively, AI loadouts can be determined by the mission system based on what is available at server startup. When loadouts are dynamically configured the items spawned in CfgLoot are used. Note that an upper limit on price is available.
@ -53,7 +54,7 @@ The missions themselves are spawned from templates which can be used to define m
To create and run new missions simply:
layout an AI base in the Arma 3 editor,
define commonly adjusted setting using the editor plugin.
define commonly adjusted settings using the editor plugin.
export the base as an .sqf using the editor plugin provided.
Define the above parameters (nu. AI groups, No AI, etc)
Add the name of the file (e.g., "newAImission" to the list of missions to be spawned of that class in ...\custom)server\missions\GMS_missionLists.sqf

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@ -45,7 +45,7 @@ http://www.exilemod.com/topic/9779-releasetool-bem-battleye-filter-manager-by-th
http://www.exilemod.com/topic/9256-battleye-filter-tool/
http://www.exilemod.com/topic/9708-battleye-filter-editor/
If you would let me know what exceptions you need to add I will start a list in this document.
If you would let me know what exceptions you needed to add I will start a list in this document.
11) Start your server and join. By default missions will start spawning in around 5-10 min.

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@ -2,7 +2,7 @@
Known issues
7.02
There is no consistent check for the case in which the call to createGroup returns grpNull because the max number of groups on that side has been spawned.
There is no consistent check for the case in which the call to createGroup returns grpNull which happens the max number of groups on that side has been spawned.
Some AI vehicles may still wander some distance from the mission center.