87 lines
5.8 KiB
Plaintext
87 lines
5.8 KiB
Plaintext
/*
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blck Mission system by Ghostrider-DBD-
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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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10/22/16 Version 6.2 Build 8-14-16
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bug fixes
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10/21/16 Version 6.2 Build 7
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Redid system for markers which are now defined in the mission template reducing dependence on client side configurations for each mission or marker type.
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Bug-fixes for helicrashes including ensuring that live AI are despawned after a certain time.
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10-1-16 Version 6.1.4 Build 6
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1) Added back the time acceleration module
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9-25-16 Version 6.1.4 Build 6
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1) Added metadata for Australia 5.0.1
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2) Fixed bugs with the IED notifications used when a player is penalized for illeagal AI Kills. _fnc_processIlegalKills (server side) and blckClient (client side) reworked. _this select 0 etc was replaced with params[] throughout. Many minor errors were corrected.
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9/24/16 Version 6.1.3 Build 5
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1) Re-wrote the SLS crate spawning code which now relies on functions for crate spawning and generating a smoke source already used by the mission system. Replaced old functions with newer ones (e.g., params[] and selectRandom). Found a few bugs. Broke the script up into several discrete functions. Tested on Exile and Epoch,
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2) Reworked the code for generating a smoke source. Added additional options with defaults set using params[].
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9-19-16 Ver 6.1.2/11/16
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Minor bug fixes to support Exile.
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Corrected errors with scout and hunter missions trying to spawn using Epoch headgear.
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Corrected error wherein AI were spawned as Epoch soldiers
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Inactivated a call to an exile function that had no value
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9-15-16 vER 6.1.1
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1) Reverted to the old spawnUnits routine because the new one was not spawning AI at Scouts and Hunters correctly.
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9-13-16 Ver 6.10
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1) Added waypoints for spawned AI Vehicles.
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2) Reworked the logic for generating the positions of these waypoints
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3) Added loiter waypoints in addition to move wayponts.
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4) Reworked the param/params for spawnUnits
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5) several other minor optimizations.
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9-3-16 Ver 6.0
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1) Re-did the custom_server folder so the mod automatically starts. Blck_client.sqf no longer calls the mod from the server.
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2) Added a variable blck_modType which presently can be either "Epoch" or "Exile" with the aim of having a single mission system for both mods.
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3) Added a more intelligent method for loading key components (variables, functions, and map-specific parameters).
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4) Re-did all code to automatically select correct parameters to run correctly on either exile or epoch servers.
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5) Added the Exile Static Loot Crate Spawner; Re-did this to load either an exile or epoch version as needed since a lot of the variables and also the locations tables are unique.
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6) Added the Dynamic Loot system from Exile again with Exile and Epoch specific configurations; here the difference is only in the location tables.
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7) Pulled the map addons function from the Exile build and added a functionality to spawn addons appropriately for map and mod type.
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8) Helicrashes redone to provide more variability in the types of wrecks, loot and challenge. These are spawned by a new file Crashes2.sqf
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9) Added a setting to determine the number of crash sites spawned at any one time: blck_maxCrashSites. Set to -1 to disable altogether.
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10) Added settings to enable / disable specific mission classes, e.g., blck_enableOrangeMissions. Set to 1 to enable, -1 to disable.
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8-14-16
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Added mission timout feature, set blck_missionTimout = -1 to disble;
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Changed to use of params for all .sqf which also eliminated calls to BIS_fnc_params
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changed to selectRandom for all .sqf
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some changes to client side functions to eliminate the public variable event handler (credits to IT07 for showing the way)
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Added the armed powerler to the list of default mission vehicles.
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2/28/16
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1) Bug fixes completed. Cleanup of bodies is now properly separated from cleanup of live AI. Cleanup of vehicles with live AI is now working correctly.
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2) Released to servers this morning.
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3) Next step will be to add in the heli reinforcements for ver 5.2.
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2/20/16
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Bugfixes and enhancements.
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1) added checks for nearby bases or nearby players when spawning missions.
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2) Fixed typos in Medical Camp missions.
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3) Added two new modes for completing mission: 1) mission is complete when all AI are killed; 2) mission is complete when player reaches the crate OR when all AI are killed.
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In Progress
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1) Mission timouts
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2) Added optional reinforcments via helicopters which can then patrol the mission area.
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2/11/16
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Major Update to Build 5.0
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1) All missions but heli crashes are spawned using a single mission timer and mission spawner
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2) The mission timer now calles a file containing the mission parameters. The mission spawner is included and run from that file.
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3) A kill feed was added reporting each AI kill.
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4) AI kills are now handled via an event handler run on the server for forward compatability with headless clients.
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5) Multiple minor errors and bug fixes related to mission difficulty, AI loadouts, loot and other parameters were included.
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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 |