diff --git a/@epochhive/addons/custom_server/changeLog.sqf b/@epochhive/addons/custom_server/changeLog.sqf index 626e5e6..eb228b4 100644 --- a/@epochhive/addons/custom_server/changeLog.sqf +++ b/@epochhive/addons/custom_server/changeLog.sqf @@ -4,10 +4,17 @@ Loosely based on the AI mission system by blckeagls ver 2.0.2 Contributions by Narines: bug fixes, testing, 'fired' event handler Ideas or code from that by Vampire and KiloSwiss have been used for certain functions. -1/7/17 Version 6.53 Build 24 +1/12/17 Version 6.53 Build 24 Added a setting blck_baseSkill = 0.7; // This defines the base skil of AI. Increase it to make AI more challenging. Tweaked AI difficulty settings to make missions more difficult. +changed - GMS_EH_unitKilled - the event handler now uses precompiled rather than compiled on the fly code. +changed - several other minor performance tweaks were made server side. +changed - small changes were made the the loop in blck_client.sqf Tweaked debugging information to reduced unnecessary logging when not in debug-mode. +Disabled the loop sending server fps client-side +fixed - GMS_fnc_updateMissionQue was not correctly updating mission information after mission completion. +fixed - GMS_fnc_mainThread was not deleted old AI and Vehicles from the arrays used to capture them after mission completion. +changed - calls to GMS_fnc_vehicleMonitor were moved inside the main loop.. 1/3/17 Version 6.51 Build 23 Moved configuration for the client from debug\blckclient.sqf to debug\blckconfig.sqf. @@ -155,4 +162,4 @@ Major Update to Build 5.0 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. 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. 8) As part of the restructuing, variables were moved from AIFunctions to a separate file. -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 \ No newline at end of file +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