Update changeLog.sqf
Updated change-log
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@ -4,10 +4,17 @@ Loosely based on the AI mission system by blckeagls ver 2.0.2
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Contributions by Narines: bug fixes, testing, 'fired' event handler
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Ideas or code from that by Vampire and KiloSwiss have been used for certain functions.
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1/7/17 Version 6.53 Build 24
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1/12/17 Version 6.53 Build 24
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Added a setting blck_baseSkill = 0.7; // This defines the base skil of AI. Increase it to make AI more challenging.
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Tweaked AI difficulty settings to make missions more difficult.
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changed - GMS_EH_unitKilled - the event handler now uses precompiled rather than compiled on the fly code.
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changed - several other minor performance tweaks were made server side.
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changed - small changes were made the the loop in blck_client.sqf
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Tweaked debugging information to reduced unnecessary logging when not in debug-mode.
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Disabled the loop sending server fps client-side
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fixed - GMS_fnc_updateMissionQue was not correctly updating mission information after mission completion.
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fixed - GMS_fnc_mainThread was not deleted old AI and Vehicles from the arrays used to capture them after mission completion.
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changed - calls to GMS_fnc_vehicleMonitor were moved inside the main loop..
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1/3/17 Version 6.51 Build 23
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Moved configuration for the client from debug\blckclient.sqf to debug\blckconfig.sqf.
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@ -155,4 +162,4 @@ Major Update to Build 5.0
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6) The first phase of restructuring of the file structure has been completed. Most code for functions and units has been moved to a compiles directory in Compiles\Units and Compiles\Functions.
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7) Some directionality and randomness was added where mission objects are spawned at random locations from an array of objects to give the missions more of a feeling of a perimeter defense where H-barrier and other objects were added.
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8) As part of the restructuing, variables were moved from AIFunctions to a separate file.
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9) Bugs in routines for cleanup of dead and live AI were fixed. A much simpler system for tracking live AI, dead AI, locations of active and recent missions, was implemented because of the centralization of the mission spawning to a single script
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9) Bugs in routines for cleanup of dead and live AI were fixed. A much simpler system for tracking live AI, dead AI, locations of active and recent missions, was implemented because of the centralization of the mission spawning to a single script
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