Update documentation
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FAQ.txt
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FAQ.txt
@ -9,10 +9,12 @@ This addon includes several modules which will be discussed in the following ord
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1. Core Mission System.
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The core mission system is configured to run 5 different classes of mission (Blue, Red, Green and Orange, and underwater/surface) simultaneously.
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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.
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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.
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General settings include:
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the ability set whether and how messages to players regarding missions spawned or completed are displayed,
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the ability set whether and how messages to players regarding missions spawned or completed are displayed (settings are defined on the client/mission.pbo)
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whether and how messages to players regarding killed AI are displayed
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Number of AI groups;
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Number of AI per group;
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@ -43,11 +45,11 @@ The missions themselves are spawned from templates which can be used to define m
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the messages sent to players;
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Text used to label the mark
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Type of marker used to label the map
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Number of AI groups and number of AI and, if desired their spawn locations.
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Number of AI groups and number of AI or, alternatively desired their spawn locations.
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(optional) loot chest positions and loot to be loaded
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Type and location of any objects, buildings, or other entities that give the mission character
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Number and (optional) locations of static weapons
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Number, type, and spawn location(s) of vehicle patrols
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Number, type, and spawn location(s) of vehicle patrols which can be spawned randomly or in defined locatoins.
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To create and run new missions simply:
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layout an AI base in the Arma 3 editor,
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@ -65,10 +67,9 @@ You can shorten the time after which bodies or scenery are deleted if you believ
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2. Static Mission System.
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Additional Modules Available:
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Suport is provided for groups of AI, vehicles, aircraft, static weapons, subs, surface vessels.
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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.
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The patrol radius, number of respawns and respawn timer can be set in the arrays that define these AI assets.
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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.
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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.
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See the directions for creating static missions for more information.
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@ -1,5 +1,11 @@
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Known issues
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6.96
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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.
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some AI vehicles may still wander some distance from the mission center.
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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
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Significant Changes:
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=====================
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6.96 Build 197
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Sorted some wisses with the dynamic UMS spawner.
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Removing debugging info
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TODO: come back to grpNull detection
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6092 Build 196
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sorted issues with markers
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and added new findSafeLocation
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6.92 Build 194
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Added _noAIGroups to parameter list for _spawnMissionAI
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Other minor changes to delete logging.
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6.92 Build 193
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Updates to scripts to see if player(s) are near locations.
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Updates to scripts to delete alive and dead AI.
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Updates to simulation managers.
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6.92 Guild 192
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All actions on dead AI are handled throug units blck_graveyardGroup
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All use of blck_deadAI has been deleted.
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6.94 Build 181
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1. code and logic for generating waypoints updated.
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