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

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@ -455,13 +455,13 @@ while {_missionComplete isEqualTo -1} do
if (_spawnCratesTiming isEqualTo "atMissionSpawn") then if (_spawnCratesTiming isEqualTo "atMissionSpawn") then
{ {
// Re-evaluate this - may not need the forEach // 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; _missionComplete = 1;
_crateStolen = true; _crateStolen = true;
}; };
}forEach _crates; //}forEach _crates;
}; };
if (_secureAsset) then if (_secureAsset) then
{ {

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@ -15,13 +15,8 @@
params["_center","_objects"]; params["_center","_objects"];
if (count _center == 2) then {_center pushBack 0}; if (count _center == 2) then {_center pushBack 0};
//diag_log format["_spawnBaseObjects:: -> _objects = %1",_objects];
private ["_newObjs","_simDam","_obj","_spawnPos"]; private ["_newObjs","_simDam","_obj","_spawnPos"];
_newObjs = []; _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]; //diag_log format["_fnc_spawnBaseObjects::-->> _x = %1",_x];
if (count _x == 3) then if (count _x == 3) then
@ -32,20 +27,15 @@ _newObjs = [];
{ {
_simDam = _x select 3; _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"]; _obj = createVehicle[(_x select 0),_center vectorAdd (_x select 1),[],0,"CAN_COLLIDE"];
_newObjs pushback _obj; _newObjs pushback _obj;
_obj setDir (_x select 2); _obj setDir (_x select 2);
_obj enableDynamicSimulation (_simDam select 0); _obj enableDynamicSimulation (_simDam select 0);
_obj allowDamage (_simDam select 1); _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 if ( (typeOf _obj) isKindOf "LandVehicle" || (typeOf _obj) isKindOf "Air" || (typeOf _obj) isKindOf "Sea") then
{ {
[_obj] call blck_fnc_configureMissionVehicle; [_obj] call blck_fnc_configureMissionVehicle;
}; };
} forEach _objects; } forEach _objects;
//diag_log format["_fnc_spawnBaseObjects: _newObjs = 51",_newObjs];
_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. 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 // 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_maximumItemPriceInAI_Loadouts = 100;
_blck_lightlyArmed_ARMA3 = [ _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. 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 // 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_maximumItemPriceInAI_Loadouts = 100;
_blck_lightlyArmed_ARMA3 = [ _blck_lightlyArmed_ARMA3 = [

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@ -56,7 +56,7 @@ AI WEAPONS, UNIFORMS, VESTS AND GEAR
blck_crateMoneyOrange = [500, 750]; 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 // 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_maximumItemPriceInAI_Loadouts = 1000;
_blck_armed_vehicles_Exile = [ _blck_armed_vehicles_Exile = [

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@ -48,7 +48,7 @@ AI WEAPONS, UNIFORMS, VESTS AND GEAR
blck_crateMoneyOrange = [500, 750]; 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 // 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_maximumItemPriceInAI_Loadouts = 1000;
_blck_armed_vehicles_Exile = [ _blck_armed_vehicles_Exile = [

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@ -3,7 +3,6 @@
for ghostridergaming for ghostridergaming
By Ghostrider [GRG] By Ghostrider [GRG]
Copyright 2016 Copyright 2016
Last Modified 3-14-17
-------------------------- --------------------------
License License
@ -17,6 +16,10 @@
diag_log "[blckeagls] Loading Configuration Overides"; 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"]; private["_startTime"];
_startTime = diag_tickTime; _startTime = diag_tickTime;
_world = toLower format ["%1", worldName]; _world = toLower format ["%1", worldName];
@ -26,7 +29,6 @@ switch (_world) do {
case "napf":{_nightAccel = 12; _dayAccel = 2;_duskAccel = 6;}; case "napf":{_nightAccel = 12; _dayAccel = 2;_duskAccel = 6;};
case "namalsk":{_nightAccel = 12; _dayAccel = 2;_duskAccel = 6;}; case "namalsk":{_nightAccel = 12; _dayAccel = 2;_duskAccel = 6;};
case "tanoa":{_nightAccel = 12; _dayAccel = 3.2;_duskAccel = 6;}; case "tanoa":{_nightAccel = 12; _dayAccel = 3.2;_duskAccel = 6;};
case "namalsk":{_nightAccel = 12; _dayAccel = 2; _duskAccel = 6;};
}; };
switch (toLower (worldName)) do 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_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_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_timeAccelerationDay = ((_serverUpTime + 2)/_daylight); // Daytime time accelearation
blck_timeAccelerationDusk = 6; // Dawn/dusk time accelearation blck_timeAccelerationDusk = 4; // Dawn/dusk time accelearation
blck_timeAccelerationNight = (12); // Nighttim time acceleration blck_timeAccelerationNight = (3/_nightTime); // Nighttim time acceleration
}; };
case "esseker": case "esseker":
{ {
@ -129,99 +131,13 @@ switch (toLower (worldName)) do
blck_maxCrashSites = 3; 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 = [ blck_CUPWeapons = [
"CUP_lmg_L7A2", "CUP_lmg_L7A2",
"CUP_lmg_L110A1", "CUP_lmg_L110A1",
@ -1350,3 +1266,4 @@ blck_NIA_WeaponsSniper = [
"hlc_rifle_psg1", "hlc_rifle_psg1",
"hlc_rifle_psg1A1" "hlc_rifle_psg1A1"
]; ];
*/

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

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@ -1,6 +1,6 @@
private ["_version","_versionDate"]; private ["_version","_versionDate"];
blck_version = "6.83 Build 141"; blck_version = "6.84 Build 142";
_blck_version = blck_version; _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; blck_pvs_version = _blck_version;
publicVariable blck_pvs_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: 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 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. 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. 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: 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: 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: Captive missions now complete properly.
Fixed: Hostage missions now complete properly.
Version 1.82 Build 134 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) 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)