================================================================================= V65 (30-08-2016) ================================================================================= Tweaks to the randomspawn AI to try to get them to search buildings if you hide from them :) Get well soon Bastian/Eichi, we're all thinking of you XX ================================================================================= V64 (27-08-2016) ================================================================================= Another bug fixed in the repair vehicle eventhandler ================================================================================= V63 (26-08-2016) ================================================================================= Major bug fix in the random spawn module ================================================================================= V62 (25-08-2016) ================================================================================= Couple of tweaks to the random spawn positioning to fix a performance issue ================================================================================= V61 (24-08-2016) ================================================================================= Fixes for the eventhandler on ground vehicles that were causing server freezing other additional tweaks (can't remember exactly what :o ) ================================================================================= V60 (15-08-2016) ================================================================================= Bug fixes and tweaks ================================================================================= V59 (12-08-2016) ================================================================================= Random spawn tweaks and a few other optimisations ================================================================================= V58 (10-08-2016) ================================================================================= Initial version of random spawn module added ================================================================================= V57 (09-08-2016) ================================================================================= OccupationPlaces module fixed when the location found can't find a safeposition to spawn the AI ================================================================================= V56 (05-08-2016) ================================================================================= config.sqf tidied up Added the option to specify patrol locations and radius for roaming ai (land/sky/sea) Updated the DMS anti freeze setting to work with the latest DMS version to stop roaming vehicles from freezing Added more info to the process reporter log entries ================================================================================= V55 (27-07-2016) ================================================================================= Tweaked military AI Added _vehicleObject setVariable ["ExileIsPersistent", false]; to vehicle spawns to allow them to be claimed using: http://www.exilemod.com/topic/13283-updated-claim-non-persistent-vehicles/ ================================================================================= V54 (26-07-2016) ================================================================================= Reworked military spawning to include the entire map rather than a small area (including the new military buildings on Tanoa). Tweaked the spawning of AI in an attempt to stop groups of AI randomly murdering each other when spawning (thanks to Zupa for the pointers) ================================================================================= V53 (20-07-2016) ================================================================================= Added checks to stop vehicles spawning on dirt tracks on Tanoa Added blacklist area for Tanoa Airport Fixed typo in heli eventhandler ================================================================================= V52 (19-07-2016) ================================================================================= Traders now use the new Exile format Various tweaks and bug fixes ================================================================================= V51 (27-06-2016) ================================================================================= Added the option to specify fixed loot crate locations ================================================================================= V50 (24-06-2016) ================================================================================= Added the option to specify fixed waypoints for the public transport ================================================================================= V49 (22-06-2016) ================================================================================= Changed the map marker names for loot crates to stop clashing with a previously released loot crate script Fixed a bug in the unstick script which was resulting in the patrol order being wiped after the vehicle was unstuck Added SC_useApexClasses to config (allow or disallow use of Apex items in Occupation) Added SC_colourTransport to config (allow or disallow the changing of the colour of the public transport) Added SC_secureTransport to config (allow or disallow damage to the public transport and its driver, set to false to allow damage). If the driver dies then the vehicle will explode. ================================================================================= V48 (16-06-2016) ================================================================================= Added the setting SC_useMapOverrides, setting to true activates the map specific overrides at the bottom of the config.sqf, false ignores the settings Removed the over write for DMS_Enable_RankChange Added in checks for the transport module to only spawn the public transport if there are more than 1 destination map markers (in the dev branch map markers are not displaying correctly intermittently which is causing issues). Check the server rpt if your transport is not spawning and you have activated it. ================================================================================= V47 (13-06-2016) ================================================================================= Fixed a bug in Occupation places modules ================================================================================= V46 (10-06-2016) ================================================================================= Dynamic Traders are now working (placement of the base can be temperamental) If you want to design your own trader base, traders are automatically placed in front of the large trader signs. Look in the example trader1.sqf to see how it works. The example file was exported from Eden using M3Editor. ================================================================================= V45 (05-06-2016) ================================================================================= Helicrash rare loot option added Fixed the number of Loot crates spawning Fixed the random public transport selection Improved vehicle AI (they shouldn't stop patrolling now) ================================================================================= V44 (31-05-2016) ================================================================================= Fixed error when real names were disabled Added a process reporter module which logs server processes every 60 seconds to the rpt or dedicated log file if using infiSTAR logging (useful for diagnosing poor server performance) ================================================================================= V43 (26-05-2016) ================================================================================= Added the option to specify multiple class names to potentially be used for the public transport option. Tweaked Icon for Occupation Airlines Added an option (SC_numberofHeliCrashesFire) in the config that allows you to turn off the fire at heli crashes AI units should attempt to take ammo from dead players/dead AI and loot spawns if they run out of ammo and there is suitable ammo available ================================================================================= V42 (22-05-2016) ================================================================================= Forced reload after spawning AI to make sure they are ready to fire when they spot an enemy Added in compatibility with the new DMS feature AI freezing ================================================================================= V41 (17-05-2016) ================================================================================= Dead AI should be ejected from any captured land vehicle when you get in them ================================================================================= V40 (12-05-2016) ================================================================================= Added SC_ropeAttach variable to the config.sqf to allow/disallow airlifting of lootcrates Renamed and altered folder structure for functions and some eventhandlers Map markers on occupationPlaces and now get removed when the AI are all killed Tweaked the land vehicle repair event handler Added SC_blackListedAreas to allow blacklisting of areas of the map ================================================================================= V39 (08-05-2016) ================================================================================= Added a check to make sure the array of vehicles checked in the unstick routine exist before trying to unstick them Removed the use dependency on DMS_fnc_findSafePos as the format is changing in the test version of DMS, I will switch back to using it once it has been rolled out and everyone is using it ================================================================================= V38 (08-05-2016) ================================================================================= Added a check to the transport module to check the transport vehicle class name is valid and to to make sure there are valid map markers to use for stopping points ================================================================================= V37 (06-05-2016) ================================================================================= Added limit checks for the amount of each class of vehicle in Sky, Sea and Vehicle modules ================================================================================= V36 (05-05-2016) ================================================================================= Fixed the checks for valid vehicles in Sky, Sea and Vehicle modules ================================================================================= V35 (05-05-2016) ================================================================================= Added checks for valid vehicles in Sky, Sea and Vehicle modules Added the ability to add names to be used for AI Altered eventhandlers triggered to repair land vehicles that were getting stuck in a loop Added the option to ignore AI count when spawning land vehicles (set SC_occupyVehicleIgnoreCount = true) ================================================================================= V28-V31 (27-04-2016) ================================================================================= Altereed a few eventhandlers Fixed multiple static spawns so they are independent of each other ================================================================================= V27 (26-04-2016) ================================================================================= Added the option fully control the gear assigned to bandit and survivor units Added the option for helicopters as public transport, the heli travels between traders and lands for about 60 seconds. Setting SC_occupyTransportClass to a helicopter classname will switch it over to using a helicopter, if you want to continue using the land vehicle set SC_occupyTransportClass to a land vehicle. Added the option to set the maximum crew (crew count will be a random number between the max and min). The applies for all AI vehicles. Added a separate SC_VehicleClassToUseRare list of vehicles which spawn 10% of the time in place of the standard SC_VehicleClassToUse list.