Arma3_Exile_Mission/@ExileServer/addons/a3_exile_occupation/changeLog.txt
Zepheris 230ea2b038 Initial Arma Exile setup. Current Mods: a3_dms, a3_exile_occupation, arma server monitor, marma, modified
ExileServer_system_rcon_thread_check.sqf added debug line to track server uptime and server restart countdown
2018-03-01 19:51:54 -07:00

252 lines
12 KiB
Plaintext

=================================================================================
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.