Update documentation

This commit is contained in:
Chris Cardozo 2020-02-28 22:37:50 -05:00
parent 87c4f7f733
commit b602287d57
3 changed files with 35 additions and 7 deletions

13
FAQ.txt
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@ -9,10 +9,12 @@ This addon includes several modules which will be discussed in the following ord
1. Core Mission System.
The core mission system is configured to run 5 different classes of mission (Blue, Red, Green and Orange, and underwater/surface) simultaneously.
Reducing value for ...\custom_serer\configs\blck_configs.sqf\blck_maxSpawnedMissions will reduce the number of missions running on the server at any one time.
Reducing value for ...\custom_serer\configs\blck_configs.sqf\blck_maxSpawnedMissions will reduce the total number of missions running on the server at any one time.
General settings include:
the ability set whether and how messages to players regarding missions spawned or completed are displayed,
the ability set whether and how messages to players regarding missions spawned or completed are displayed (settings are defined on the client/mission.pbo)
whether and how messages to players regarding killed AI are displayed
Number of AI groups;
Number of AI per group;
@ -43,11 +45,11 @@ The missions themselves are spawned from templates which can be used to define m
the messages sent to players;
Text used to label the mark
Type of marker used to label the map
Number of AI groups and number of AI and, if desired their spawn locations.
Number of AI groups and number of AI or, alternatively desired their spawn locations.
(optional) loot chest positions and loot to be loaded
Type and location of any objects, buildings, or other entities that give the mission character
Number and (optional) locations of static weapons
Number, type, and spawn location(s) of vehicle patrols
Number, type, and spawn location(s) of vehicle patrols which can be spawned randomly or in defined locatoins.
To create and run new missions simply:
layout an AI base in the Arma 3 editor,
@ -65,10 +67,9 @@ You can shorten the time after which bodies or scenery are deleted if you believ
2. Static Mission System.
Additional Modules Available:
Suport is provided for groups of AI, vehicles, aircraft, static weapons, subs, surface vessels.
The positions of these are defined by templates (see custom_server\Missions\Static\Missions folder for examples) or by calls to functions to add these elements.
The patrol radius, number of respawns and respawn timer can be set in the arrays that define these AI assets.
The recommended way to place static units of various types is to lay out their positions in the editor then export the data using the tools provided to create a new mission with these definitions.
Alternatively you can set up calls to the functions that initialize spawns for these units in blck_custom_configs.sqf or an include that is incorporated into it.
See the directions for creating static missions for more information.

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Known issues
6.96
There is no consistent check for the case in which the call to createGroup returns grpNull because the max number of groups on that side has been spawned.
some AI vehicles may still wander some distance from the mission center.
The distribution of missions is a bit West-favored on Altis (Ghost will fix).

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@ -8,6 +8,27 @@ A huge thank you to Ignaz-HeMan for many changes to resolve bugs and improve cod
Significant Changes:
=====================
6.96 Build 197
Sorted some wisses with the dynamic UMS spawner.
Removing debugging info
TODO: come back to grpNull detection
6092 Build 196
sorted issues with markers
and added new findSafeLocation
6.92 Build 194
Added _noAIGroups to parameter list for _spawnMissionAI
Other minor changes to delete logging.
6.92 Build 193
Updates to scripts to see if player(s) are near locations.
Updates to scripts to delete alive and dead AI.
Updates to simulation managers.
6.92 Guild 192
All actions on dead AI are handled throug units blck_graveyardGroup
All use of blck_deadAI has been deleted.
6.94 Build 181
1. code and logic for generating waypoints updated.