Zepheris
230ea2b038
ExileServer_system_rcon_thread_check.sqf added debug line to track server uptime and server restart countdown
252 lines
12 KiB
Plaintext
252 lines
12 KiB
Plaintext
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V65 (30-08-2016)
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Tweaks to the randomspawn AI to try to get them to search buildings if you hide
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from them :)
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Get well soon Bastian/Eichi, we're all thinking of you XX
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V64 (27-08-2016)
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Another bug fixed in the repair vehicle eventhandler
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V63 (26-08-2016)
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Major bug fix in the random spawn module
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V62 (25-08-2016)
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Couple of tweaks to the random spawn positioning to fix a performance issue
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V61 (24-08-2016)
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Fixes for the eventhandler on ground vehicles that were causing server freezing
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other additional tweaks (can't remember exactly what :o )
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V60 (15-08-2016)
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Bug fixes and tweaks
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V59 (12-08-2016)
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Random spawn tweaks and a few other optimisations
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V58 (10-08-2016)
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Initial version of random spawn module added
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V57 (09-08-2016)
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OccupationPlaces module fixed when the location found can't find a safeposition to
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spawn the AI
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V56 (05-08-2016)
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config.sqf tidied up
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Added the option to specify patrol locations and radius for roaming ai (land/sky/sea)
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Updated the DMS anti freeze setting to work with the latest DMS version to stop
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roaming vehicles from freezing
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Added more info to the process reporter log entries
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V55 (27-07-2016)
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Tweaked military AI
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Added _vehicleObject setVariable ["ExileIsPersistent", false]; to vehicle spawns
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to allow them to be claimed using:
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http://www.exilemod.com/topic/13283-updated-claim-non-persistent-vehicles/
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V54 (26-07-2016)
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Reworked military spawning to include the entire map rather than a small area
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(including the new military buildings on Tanoa). Tweaked the spawning of AI in an
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attempt to stop groups of AI randomly murdering each other when spawning
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(thanks to Zupa for the pointers)
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V53 (20-07-2016)
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Added checks to stop vehicles spawning on dirt tracks on Tanoa
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Added blacklist area for Tanoa Airport
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Fixed typo in heli eventhandler
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V52 (19-07-2016)
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Traders now use the new Exile format
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Various tweaks and bug fixes
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V51 (27-06-2016)
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Added the option to specify fixed loot crate locations
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V50 (24-06-2016)
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Added the option to specify fixed waypoints for the public transport
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V49 (22-06-2016)
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Changed the map marker names for loot crates to stop clashing with a previously
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released loot crate script
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Fixed a bug in the unstick script which was resulting in the patrol order being
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wiped after the vehicle was unstuck
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Added SC_useApexClasses to config (allow or disallow use of Apex items in Occupation)
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Added SC_colourTransport to config (allow or disallow the changing of the colour
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of the public transport)
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Added SC_secureTransport to config (allow or disallow damage to the public transport
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and its driver, set to false to allow damage). If the driver dies then the vehicle
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will explode.
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V48 (16-06-2016)
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Added the setting SC_useMapOverrides, setting to true activates the map specific
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overrides at the bottom of the config.sqf, false ignores the settings
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Removed the over write for DMS_Enable_RankChange
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Added in checks for the transport module to only spawn the public transport if there
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are more than 1 destination map markers (in the dev branch map markers are not
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displaying correctly intermittently which is causing issues). Check the server rpt
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if your transport is not spawning and you have activated it.
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V47 (13-06-2016)
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Fixed a bug in Occupation places modules
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V46 (10-06-2016)
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Dynamic Traders are now working (placement of the base can be temperamental)
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If you want to design your own trader base, traders are automatically placed in front
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of the large trader signs. Look in the example trader1.sqf to see how it works. The
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example file was exported from Eden using M3Editor.
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V45 (05-06-2016)
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Helicrash rare loot option added
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Fixed the number of Loot crates spawning
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Fixed the random public transport selection
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Improved vehicle AI (they shouldn't stop patrolling now)
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V44 (31-05-2016)
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Fixed error when real names were disabled
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Added a process reporter module which logs server processes every 60 seconds to
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the rpt or dedicated log file if using infiSTAR logging (useful for diagnosing
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poor server performance)
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V43 (26-05-2016)
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Added the option to specify multiple class names to potentially be used for the
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public transport option. Tweaked Icon for Occupation Airlines
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Added an option (SC_numberofHeliCrashesFire) in the config that allows you to turn
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off the fire at heli crashes
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AI units should attempt to take ammo from dead players/dead AI and loot spawns if
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they run out of ammo and there is suitable ammo available
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V42 (22-05-2016)
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Forced reload after spawning AI to make sure they are ready to fire when they spot
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an enemy
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Added in compatibility with the new DMS feature AI freezing
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V41 (17-05-2016)
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Dead AI should be ejected from any captured land vehicle when you get in them
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V40 (12-05-2016)
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Added SC_ropeAttach variable to the config.sqf to allow/disallow airlifting of lootcrates
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Renamed and altered folder structure for functions and some eventhandlers
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Map markers on occupationPlaces and now get removed when the AI are all killed
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Tweaked the land vehicle repair event handler
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Added SC_blackListedAreas to allow blacklisting of areas of the map
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V39 (08-05-2016)
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Added a check to make sure the array of vehicles checked in the unstick routine exist
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before trying to unstick them
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Removed the use dependency on DMS_fnc_findSafePos as the format is changing in the
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test version of DMS, I will switch back to using it once it has been rolled out and
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everyone is using it
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V38 (08-05-2016)
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Added a check to the transport module to check the transport vehicle class name
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is valid and to to make sure there are valid map markers to use for stopping points
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V37 (06-05-2016)
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Added limit checks for the amount of each class of vehicle in Sky, Sea and Vehicle modules
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V36 (05-05-2016)
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Fixed the checks for valid vehicles in Sky, Sea and Vehicle modules
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V35 (05-05-2016)
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Added checks for valid vehicles in Sky, Sea and Vehicle modules
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Added the ability to add names to be used for AI
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Altered eventhandlers triggered to repair land vehicles that were getting stuck in a loop
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Added the option to ignore AI count when spawning land vehicles (set SC_occupyVehicleIgnoreCount = true)
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V28-V31 (27-04-2016)
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Altereed a few eventhandlers
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Fixed multiple static spawns so they are independent of each other
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V27 (26-04-2016)
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Added the option fully control the gear assigned to bandit and survivor units
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Added the option for helicopters as public transport, the heli travels between traders
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and lands for about 60 seconds. Setting SC_occupyTransportClass to a helicopter classname
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will switch it over to using a helicopter, if you want to continue using the land vehicle
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set SC_occupyTransportClass to a land vehicle.
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Added the option to set the maximum crew (crew count will be a random number between
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the max and min). The applies for all AI vehicles.
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Added a separate SC_VehicleClassToUseRare list of vehicles which spawn 10% of the
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time in place of the standard SC_VehicleClassToUse list.
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