Version 1.84 RC

Just need to revisit the damage settings for objects in some of the missions then this is good to go.
This commit is contained in:
Ghostrider-GRG- 2018-06-19 20:50:29 -04:00
parent 461b89b44c
commit 9fbc888a5b
11 changed files with 29 additions and 121 deletions

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@ -11,6 +11,6 @@
#include "\q\addons\custom_server\Configs\blck_defines.hpp";
params["_crate"];
private _result = (_x distance (_x getVariable["crateSpawnPos",[0,0,0]])) > 10;
//diag_log format["_fn_crateMoved:: _result = %1",_result];
private _result = if ((_crate distance (_crate getVariable["crateSpawnPos",[0,0,0]])) > 10) then {true} else {false};
//diag_log format["_fn_crateMoved:: _crate %1 | crateSpawnPos %2 | _result = %3",_crate,_result];
_result;

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@ -455,13 +455,13 @@ while {_missionComplete isEqualTo -1} do
if (_spawnCratesTiming isEqualTo "atMissionSpawn") then
{
// Re-evaluate this - may not need the forEach
{
if ({[_x] call blck_fnc_crateMoved} count _crates > 0) exitWith
//{
if ({[_x] call blck_fnc_crateMoved} count _crates > 0) then
{
_missionComplete = 1;
_crateStolen = true;
};
}forEach _crates;
//}forEach _crates;
};
if (_secureAsset) then
{

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@ -15,13 +15,8 @@
params["_center","_objects"];
if (count _center == 2) then {_center pushBack 0};
//diag_log format["_spawnBaseObjects:: -> _objects = %1",_objects];
private ["_newObjs","_simDam","_obj","_spawnPos"];
_newObjs = [];
// Assume that the list of objects to spawn has each object defined using one of two methods where parameters for simulation and damage are optional with default settings.
// 1. ["class_name",[pos x, y, z], dir, [eneable simulation, enable damage]]
{
//diag_log format["_fnc_spawnBaseObjects::-->> _x = %1",_x];
if (count _x == 3) then
@ -32,20 +27,15 @@ _newObjs = [];
{
_simDam = _x select 3;
};
//_spawnPos = (_center vectorAdd (_x select 1));
//_obj = (_x select 0) createVehicle [0,0,0];
_obj = createVehicle[(_x select 0),_center vectorAdd (_x select 1),[],0,"CAN_COLLIDE"];
_newObjs pushback _obj;
_obj setDir (_x select 2);
_obj enableDynamicSimulation (_simDam select 0);
_obj allowDamage (_simDam select 1);
// Lock any vehicles placed as part of the mission landscape. Note that vehicles that can be taken by players can be added via the mission template.
if ( (typeOf _obj) isKindOf "LandVehicle" || (typeOf _obj) isKindOf "Air" || (typeOf _obj) isKindOf "Sea") then
{
[_obj] call blck_fnc_configureMissionVehicle;
};
} forEach _objects;
//diag_log format["_fnc_spawnBaseObjects: _newObjs = 51",_newObjs];
_newObjs

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@ -48,7 +48,7 @@ AI WEAPONS, UNIFORMS, VESTS AND GEAR
blck_allowSalesAtBlackMktTraders = true; // Allow vehicles to be sold at Halvjes black market traders.
// When true, AI loadouts will be set from the class names in CfgPricing rather than the settings in the mod-specific configuration files
blck_useConfigsGeneratedLoadouts = true;
blck_useConfigsGeneratedLoadouts = false;
blck_maximumItemPriceInAI_Loadouts = 100;
_blck_lightlyArmed_ARMA3 = [

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@ -49,7 +49,7 @@ AI WEAPONS, UNIFORMS, VESTS AND GEAR
blck_allowSalesAtBlackMktTraders = true; // Allow vehicles to be sold at Halvjes black market traders.
// When true, AI loadouts will be set from the class names in CfgPricing rather than the settings in the mod-specific configuration files
blck_useConfigsGeneratedLoadouts = true;
blck_useConfigsGeneratedLoadouts = false;
blck_maximumItemPriceInAI_Loadouts = 100;
_blck_lightlyArmed_ARMA3 = [

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@ -56,7 +56,7 @@ AI WEAPONS, UNIFORMS, VESTS AND GEAR
blck_crateMoneyOrange = [500, 750];
// When true, AI loadouts will be set from the class names in CfgPricing rather than the settings in the mod-specific configuration files
blck_useConfigsGeneratedLoadouts = true;
blck_useConfigsGeneratedLoadouts = false;
blck_maximumItemPriceInAI_Loadouts = 1000;
_blck_armed_vehicles_Exile = [

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@ -48,7 +48,7 @@ AI WEAPONS, UNIFORMS, VESTS AND GEAR
blck_crateMoneyOrange = [500, 750];
// When true, AI loadouts will be set from the class names in CfgPricing rather than the settings in the mod-specific configuration files
blck_useConfigsGeneratedLoadouts = true;
blck_useConfigsGeneratedLoadouts = false;
blck_maximumItemPriceInAI_Loadouts = 1000;
_blck_armed_vehicles_Exile = [

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@ -3,7 +3,6 @@
for ghostridergaming
By Ghostrider [GRG]
Copyright 2016
Last Modified 3-14-17
--------------------------
License
@ -17,6 +16,10 @@
diag_log "[blckeagls] Loading Configuration Overides";
/*
See the examples below as a guide for adding configs that are unique for each of several servers.
*/
/*
private["_startTime"];
_startTime = diag_tickTime;
_world = toLower format ["%1", worldName];
@ -26,7 +29,6 @@ switch (_world) do {
case "napf":{_nightAccel = 12; _dayAccel = 2;_duskAccel = 6;};
case "namalsk":{_nightAccel = 12; _dayAccel = 2;_duskAccel = 6;};
case "tanoa":{_nightAccel = 12; _dayAccel = 3.2;_duskAccel = 6;};
case "namalsk":{_nightAccel = 12; _dayAccel = 2; _duskAccel = 6;};
};
switch (toLower (worldName)) do
@ -80,9 +82,9 @@ switch (toLower (worldName)) do
blck_maxCrashSites = 1; // recommended settings: 3 for Altis, 2 for Tanoa, 1 for smaller maps. Set to -1 to disable
blck_timeAcceleration = true; // When true, time acceleration will be periodically updated based on amount of daylight at that time according to the values below.
blck_timeAccelerationDay = 2; // Daytime time accelearation
blck_timeAccelerationDusk = 6; // Dawn/dusk time accelearation
blck_timeAccelerationNight = (12); // Nighttim time acceleration
blck_timeAccelerationDay = ((_serverUpTime + 2)/_daylight); // Daytime time accelearation
blck_timeAccelerationDusk = 4; // Dawn/dusk time accelearation
blck_timeAccelerationNight = (3/_nightTime); // Nighttim time acceleration
};
case "esseker":
{
@ -129,99 +131,13 @@ switch (toLower (worldName)) do
blck_maxCrashSites = 3;
};
};
*/
if (blck_debugON || (blck_debugLevel > 0)) then // These variables are found in \custom_server\compiles\blck_variables.sqf
{
// Used primarily for debugging.
diag_log "[blckeagls] Debug seting is ON, Custom configurations used";
//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 = 1; // Daytime time accelearation
//blck_timeAccelerationDusk = 18; // Dawn/dusk time accelearation
//blck_timeAccelerationNight = 24; // Nighttim time acceleration
blck_useHC = true;
blck_maxSpawnedMissions = 15;
blck_mainThreadUpdateInterval = 10;
blck_enableOrangeMissions = -1;
blck_enableGreenMissions = -1;
blck_enableRedMissions = -1;
blck_enableBlueMissions = 1;
blck_numberUnderwaterDynamicMissions = -1;
blck_enableHunterMissions = -1;
blck_enableScoutsMissions = -1;
blck_maxCrashSites = -3;
blck_cleanupCompositionTimer = 20; // Time after mission completion at which items in the composition are deleted.
blck_AliveAICleanUpTimer = 20; // Time after mission completion at which any remaining live AI are deleted.
blck_bodyCleanUpTimer = 20;
blck_vehicleDeleteTimer = 20;
//blck_MissionTimeout = 30;
blck_noPatrolHelisOrange = 1;
blck_chanceHeliPatrolOrange = 1;
blck_chanceParaOrange = 1;
blck_chanceHeliPatrolBlue = -1;
blck_noPatrolHelisBlue = -1;
blck_chanceParaBlue = -1; // [0 - 1] set to 0 to deactivate and 1 to always have paratroops spawn over the center of the mission. This value can be a range as well [0.1,0.3]
blck_noParaBlue = 3; // [1-N]
blck_paraTriggerDistanceBlue = 400;
//blck_chanceHeliPatrolBlue = 1;
blck_SpawnEmplaced_Orange = 1; // Number of static weapons at Orange Missions
blck_SpawnEmplaced_Green = 1; // Number of static weapons at Green Missions
blck_SpawnEmplaced_Blue = -1; // Number of static weapons at Blue Missions
blck_SpawnEmplaced_Red = 1;
blck_SpawnVeh_Orange = 1; // Number of vehicles at Orange Missions
blck_SpawnVeh_Green = 1; // Number of vehicles at Green Missions
blck_SpawnVeh_Blue = -4; // Number of vehicles at Blue Missions
blck_SpawnVeh_Red = 1;
blck_TMin_Blue = 7;
blck_TMin_Red = 10;
blck_TMin_Green = 13;
blck_TMin_Orange = 16;
blck_TMin_Hunter = 20;
blck_TMin_Scouts = 20;
blck_TMin_Crashes = 5;
blck_TMin_UMS = 20;
//Maximum Spawn time between missions in seconds
blck_TMax_Blue = 12;
blck_TMax_Red = 15;
blck_TMax_Green = 17;
blck_TMax_Orange = 21;
blck_TMax_Hunter = 22;
blck_TMax_Scouts = 22;
blck_TMax_Crashes = 15;
blck_TMax_UMS = 25;
//blck_MinAI_Orange = 1;
//blck_MaxAI_Orange = 2;
//blck_AIGrps_Orange = 1;
blck_MinAI_Blue = 1;
blck_MaxAI_Blue = 2;
blck_AIGrps_Blue = 1;
blck_AIPatrolVehicles = ["Exile_Car_MB4WDOpen"];
/*
blck_SkillsBlue = [
["aimingAccuracy",0.01],
["aimingShake",0.01],
["aimingSpeed",0.01],
["endurance",0.01],
["spotDistance",0.01],
["spotTime",0.01],
["courage",0.01],
["reloadSpeed",0.80],
["commanding",0.8],
["general",1.00]
];
*/
};
/*
You can define configs for additional mods or loadouts here
*/
/*
blck_CUPWeapons = [
"CUP_lmg_L7A2",
"CUP_lmg_L110A1",
@ -1350,3 +1266,4 @@ blck_NIA_WeaponsSniper = [
"hlc_rifle_psg1",
"hlc_rifle_psg1A1"
];
*/

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@ -14,8 +14,8 @@
#include "\q\addons\custom_server\Configs\blck_defines.hpp";
_pathBlue = "Blue";
_missionListBlue = ["hostage1"];
//_missionListBlue = ["default"/*,"default2"/*,"medicalCamp","redCamp","resupplyCamp"*/];
_missionListBlue = ["default"];
//_missionListBlue = ["default","captive1","hostage1"/*,"default2"/*,"medicalCamp","redCamp","resupplyCamp"*/];
_pathRed = "Red";
//_missionListRed = ["resupplyCamp"];

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@ -1,6 +1,6 @@
private ["_version","_versionDate"];
blck_version = "6.83 Build 141";
blck_version = "6.84 Build 142";
_blck_version = blck_version;
_blck_versionDate = "6-16-18 5:00 PM";
_blck_versionDate = "6-19-18 5:00 PM";
blck_pvs_version = _blck_version;
publicVariable blck_pvs_version;

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@ -8,9 +8,9 @@ Ideas or code from that by Vampire and KiloSwiss have been used for certain func
Significant Changes:
=====================
6.83
6.84
Added Option to load weapons, pistols, uniforms, headgear, vests and backpacks from CfgPricing or the Arsenal Pricing and exclude items above a certain price
Add details on configs for enabeling this and setting the maximum price
Add details on configs for enabling this and setting the maximum price
NOTE: this function overides any loadouts you specify in blck_config.sqf etc.
Added functions to despawn static patrols invehicles on on foot when no players are nearby. This tracks the number of infantry alive in a group and respawns only the number alive when the group was despawned.
@ -21,6 +21,7 @@ Changed: Hostage missions redesigned to reduce chances of AI being glitched into
Fixed: Collisions between objects at missions caused issues.
Fixed: Attempted a fix to reduce the chance that AI will spawn inside or under objects like rocks or containers.
Fixed: Captive missions now complete properly.
Fixed: Hostage missions now complete properly.
Version 1.82 Build 134
Added: configs for blue, red, green and orange pistol, vest, backpack and uniforms (with thanks to Grahame for suggesting this change and doing most of the coding)