Version 1.84 RC
Just need to revisit the damage settings for objects in some of the missions then this is good to go.
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@ -11,6 +11,6 @@
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#include "\q\addons\custom_server\Configs\blck_defines.hpp";
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params["_crate"];
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private _result = (_x distance (_x getVariable["crateSpawnPos",[0,0,0]])) > 10;
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//diag_log format["_fn_crateMoved:: _result = %1",_result];
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private _result = if ((_crate distance (_crate getVariable["crateSpawnPos",[0,0,0]])) > 10) then {true} else {false};
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//diag_log format["_fn_crateMoved:: _crate %1 | crateSpawnPos %2 | _result = %3",_crate,_result];
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_result;
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@ -455,13 +455,13 @@ while {_missionComplete isEqualTo -1} do
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if (_spawnCratesTiming isEqualTo "atMissionSpawn") then
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{
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// Re-evaluate this - may not need the forEach
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{
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if ({[_x] call blck_fnc_crateMoved} count _crates > 0) exitWith
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//{
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if ({[_x] call blck_fnc_crateMoved} count _crates > 0) then
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{
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_missionComplete = 1;
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_crateStolen = true;
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};
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}forEach _crates;
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//}forEach _crates;
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};
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if (_secureAsset) then
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{
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@ -15,13 +15,8 @@
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params["_center","_objects"];
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if (count _center == 2) then {_center pushBack 0};
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//diag_log format["_spawnBaseObjects:: -> _objects = %1",_objects];
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private ["_newObjs","_simDam","_obj","_spawnPos"];
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_newObjs = [];
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// 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.
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// 1. ["class_name",[pos x, y, z], dir, [eneable simulation, enable damage]]
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{
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//diag_log format["_fnc_spawnBaseObjects::-->> _x = %1",_x];
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if (count _x == 3) then
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@ -32,20 +27,15 @@ _newObjs = [];
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{
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_simDam = _x select 3;
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};
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//_spawnPos = (_center vectorAdd (_x select 1));
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//_obj = (_x select 0) createVehicle [0,0,0];
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_obj = createVehicle[(_x select 0),_center vectorAdd (_x select 1),[],0,"CAN_COLLIDE"];
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_newObjs pushback _obj;
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_obj setDir (_x select 2);
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_obj enableDynamicSimulation (_simDam select 0);
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_obj allowDamage (_simDam select 1);
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// 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.
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if ( (typeOf _obj) isKindOf "LandVehicle" || (typeOf _obj) isKindOf "Air" || (typeOf _obj) isKindOf "Sea") then
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{
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[_obj] call blck_fnc_configureMissionVehicle;
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};
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} forEach _objects;
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//diag_log format["_fnc_spawnBaseObjects: _newObjs = 51",_newObjs];
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_newObjs
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@ -48,7 +48,7 @@ AI WEAPONS, UNIFORMS, VESTS AND GEAR
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blck_allowSalesAtBlackMktTraders = true; // Allow vehicles to be sold at Halvjes black market traders.
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// When true, AI loadouts will be set from the class names in CfgPricing rather than the settings in the mod-specific configuration files
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blck_useConfigsGeneratedLoadouts = true;
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blck_useConfigsGeneratedLoadouts = false;
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blck_maximumItemPriceInAI_Loadouts = 100;
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_blck_lightlyArmed_ARMA3 = [
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@ -49,7 +49,7 @@ AI WEAPONS, UNIFORMS, VESTS AND GEAR
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blck_allowSalesAtBlackMktTraders = true; // Allow vehicles to be sold at Halvjes black market traders.
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// When true, AI loadouts will be set from the class names in CfgPricing rather than the settings in the mod-specific configuration files
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blck_useConfigsGeneratedLoadouts = true;
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blck_useConfigsGeneratedLoadouts = false;
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blck_maximumItemPriceInAI_Loadouts = 100;
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_blck_lightlyArmed_ARMA3 = [
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@ -56,7 +56,7 @@ AI WEAPONS, UNIFORMS, VESTS AND GEAR
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blck_crateMoneyOrange = [500, 750];
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// When true, AI loadouts will be set from the class names in CfgPricing rather than the settings in the mod-specific configuration files
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blck_useConfigsGeneratedLoadouts = true;
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blck_useConfigsGeneratedLoadouts = false;
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blck_maximumItemPriceInAI_Loadouts = 1000;
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_blck_armed_vehicles_Exile = [
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@ -48,7 +48,7 @@ AI WEAPONS, UNIFORMS, VESTS AND GEAR
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blck_crateMoneyOrange = [500, 750];
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// When true, AI loadouts will be set from the class names in CfgPricing rather than the settings in the mod-specific configuration files
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blck_useConfigsGeneratedLoadouts = true;
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blck_useConfigsGeneratedLoadouts = false;
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blck_maximumItemPriceInAI_Loadouts = 1000;
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_blck_armed_vehicles_Exile = [
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@ -3,7 +3,6 @@
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for ghostridergaming
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By Ghostrider [GRG]
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Copyright 2016
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Last Modified 3-14-17
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--------------------------
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License
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@ -17,6 +16,10 @@
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diag_log "[blckeagls] Loading Configuration Overides";
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/*
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See the examples below as a guide for adding configs that are unique for each of several servers.
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*/
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/*
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private["_startTime"];
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_startTime = diag_tickTime;
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_world = toLower format ["%1", worldName];
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@ -26,7 +29,6 @@ switch (_world) do {
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case "napf":{_nightAccel = 12; _dayAccel = 2;_duskAccel = 6;};
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case "namalsk":{_nightAccel = 12; _dayAccel = 2;_duskAccel = 6;};
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case "tanoa":{_nightAccel = 12; _dayAccel = 3.2;_duskAccel = 6;};
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case "namalsk":{_nightAccel = 12; _dayAccel = 2; _duskAccel = 6;};
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};
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switch (toLower (worldName)) do
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@ -80,9 +82,9 @@ switch (toLower (worldName)) do
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blck_maxCrashSites = 1; // recommended settings: 3 for Altis, 2 for Tanoa, 1 for smaller maps. Set to -1 to disable
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blck_timeAcceleration = true; // When true, time acceleration will be periodically updated based on amount of daylight at that time according to the values below.
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blck_timeAccelerationDay = 2; // Daytime time accelearation
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blck_timeAccelerationDusk = 6; // Dawn/dusk time accelearation
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blck_timeAccelerationNight = (12); // Nighttim time acceleration
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blck_timeAccelerationDay = ((_serverUpTime + 2)/_daylight); // Daytime time accelearation
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blck_timeAccelerationDusk = 4; // Dawn/dusk time accelearation
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blck_timeAccelerationNight = (3/_nightTime); // Nighttim time acceleration
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};
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case "esseker":
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{
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@ -129,99 +131,13 @@ switch (toLower (worldName)) do
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blck_maxCrashSites = 3;
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};
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};
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if (blck_debugON || (blck_debugLevel > 0)) then // These variables are found in \custom_server\compiles\blck_variables.sqf
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{
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// Used primarily for debugging.
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diag_log "[blckeagls] Debug seting is ON, Custom configurations used";
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//blck_useTimeAcceleration = false; // When true, time acceleration will be periodically updated based on amount of daylight at that time according to the values below.
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//blck_timeAccelerationDay = 1; // Daytime time accelearation
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//blck_timeAccelerationDusk = 18; // Dawn/dusk time accelearation
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//blck_timeAccelerationNight = 24; // Nighttim time acceleration
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blck_useHC = true;
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blck_maxSpawnedMissions = 15;
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blck_mainThreadUpdateInterval = 10;
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blck_enableOrangeMissions = -1;
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blck_enableGreenMissions = -1;
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blck_enableRedMissions = -1;
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blck_enableBlueMissions = 1;
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blck_numberUnderwaterDynamicMissions = -1;
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blck_enableHunterMissions = -1;
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blck_enableScoutsMissions = -1;
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blck_maxCrashSites = -3;
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blck_cleanupCompositionTimer = 20; // Time after mission completion at which items in the composition are deleted.
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blck_AliveAICleanUpTimer = 20; // Time after mission completion at which any remaining live AI are deleted.
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blck_bodyCleanUpTimer = 20;
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blck_vehicleDeleteTimer = 20;
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//blck_MissionTimeout = 30;
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blck_noPatrolHelisOrange = 1;
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blck_chanceHeliPatrolOrange = 1;
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blck_chanceParaOrange = 1;
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blck_chanceHeliPatrolBlue = -1;
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blck_noPatrolHelisBlue = -1;
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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]
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blck_noParaBlue = 3; // [1-N]
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blck_paraTriggerDistanceBlue = 400;
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//blck_chanceHeliPatrolBlue = 1;
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blck_SpawnEmplaced_Orange = 1; // Number of static weapons at Orange Missions
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blck_SpawnEmplaced_Green = 1; // Number of static weapons at Green Missions
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blck_SpawnEmplaced_Blue = -1; // Number of static weapons at Blue Missions
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blck_SpawnEmplaced_Red = 1;
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blck_SpawnVeh_Orange = 1; // Number of vehicles at Orange Missions
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blck_SpawnVeh_Green = 1; // Number of vehicles at Green Missions
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blck_SpawnVeh_Blue = -4; // Number of vehicles at Blue Missions
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blck_SpawnVeh_Red = 1;
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blck_TMin_Blue = 7;
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blck_TMin_Red = 10;
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blck_TMin_Green = 13;
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blck_TMin_Orange = 16;
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blck_TMin_Hunter = 20;
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blck_TMin_Scouts = 20;
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blck_TMin_Crashes = 5;
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blck_TMin_UMS = 20;
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//Maximum Spawn time between missions in seconds
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blck_TMax_Blue = 12;
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blck_TMax_Red = 15;
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blck_TMax_Green = 17;
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blck_TMax_Orange = 21;
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blck_TMax_Hunter = 22;
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blck_TMax_Scouts = 22;
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blck_TMax_Crashes = 15;
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blck_TMax_UMS = 25;
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//blck_MinAI_Orange = 1;
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//blck_MaxAI_Orange = 2;
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//blck_AIGrps_Orange = 1;
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blck_MinAI_Blue = 1;
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blck_MaxAI_Blue = 2;
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blck_AIGrps_Blue = 1;
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blck_AIPatrolVehicles = ["Exile_Car_MB4WDOpen"];
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/*
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blck_SkillsBlue = [
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["aimingAccuracy",0.01],
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["aimingShake",0.01],
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["aimingSpeed",0.01],
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["endurance",0.01],
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["spotDistance",0.01],
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["spotTime",0.01],
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["courage",0.01],
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["reloadSpeed",0.80],
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["commanding",0.8],
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["general",1.00]
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];
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*/
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};
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/*
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You can define configs for additional mods or loadouts here
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*/
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/*
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blck_CUPWeapons = [
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"CUP_lmg_L7A2",
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"CUP_lmg_L110A1",
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@ -1350,3 +1266,4 @@ blck_NIA_WeaponsSniper = [
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"hlc_rifle_psg1",
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"hlc_rifle_psg1A1"
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];
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*/
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#include "\q\addons\custom_server\Configs\blck_defines.hpp";
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_pathBlue = "Blue";
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_missionListBlue = ["hostage1"];
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//_missionListBlue = ["default"/*,"default2"/*,"medicalCamp","redCamp","resupplyCamp"*/];
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_missionListBlue = ["default"];
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//_missionListBlue = ["default","captive1","hostage1"/*,"default2"/*,"medicalCamp","redCamp","resupplyCamp"*/];
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_pathRed = "Red";
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//_missionListRed = ["resupplyCamp"];
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@ -1,6 +1,6 @@
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private ["_version","_versionDate"];
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blck_version = "6.83 Build 141";
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blck_version = "6.84 Build 142";
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_blck_version = blck_version;
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_blck_versionDate = "6-16-18 5:00 PM";
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_blck_versionDate = "6-19-18 5:00 PM";
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blck_pvs_version = _blck_version;
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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
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Significant Changes:
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=====================
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6.83
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6.84
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Added Option to load weapons, pistols, uniforms, headgear, vests and backpacks from CfgPricing or the Arsenal Pricing and exclude items above a certain price
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Add details on configs for enabeling this and setting the maximum price
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Add details on configs for enabling this and setting the maximum price
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NOTE: this function overides any loadouts you specify in blck_config.sqf etc.
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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.
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@ -21,6 +21,7 @@ Changed: Hostage missions redesigned to reduce chances of AI being glitched into
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Fixed: Collisions between objects at missions caused issues.
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Fixed: Attempted a fix to reduce the chance that AI will spawn inside or under objects like rocks or containers.
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Fixed: Captive missions now complete properly.
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Fixed: Hostage missions now complete properly.
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Version 1.82 Build 134
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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)
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