Couple fixes + New version release

This commit is contained in:
eraser1 2015-09-09 22:01:26 -05:00
parent b416a3beab
commit cef97be244
6 changed files with 30 additions and 10 deletions

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@ -6,7 +6,7 @@
*/ */
// If you're gonna make any changes to DMS functions and/or create any new missions, it's a good idea to enable this :) // If you're gonna make any changes to DMS functions and/or create any new missions, it's a good idea to enable this :)
DMS_DEBUG = true; DMS_DEBUG = false;
@ -21,11 +21,6 @@ DMS_DEBUG = true;
DMS_AI_KillPercent = 100; // The percent amount of AI that need to be killed for "killPercent" mission requirement (NOT IMPLEMENTED) DMS_AI_KillPercent = 100; // The percent amount of AI that need to be killed for "killPercent" mission requirement (NOT IMPLEMENTED)
DMS_Bandit_Soldier_MoneyGain = 50; // The amount of Poptabs gained for killing a bandit soldier
DMS_Bandit_Soldier_RepGain = 10; // The amount of Respect gained for killing a bandit soldier
DMS_Bandit_Static_MoneyGain = 100; // The amount of Poptabs gained for killing a bandit static gunner
DMS_Bandit_Static_RepGain = 25; // The amount of Respect gained for killing a bandit static gunner
DMS_MissionMarkerWinDot = true; // Keep the mission marker dot with a "win" message after mission is over DMS_MissionMarkerWinDot = true; // Keep the mission marker dot with a "win" message after mission is over
DMS_MissionMarkerLoseDot = true; // Keep the mission marker dot with a "lose" message after mission is over DMS_MissionMarkerLoseDot = true; // Keep the mission marker dot with a "lose" message after mission is over
DMS_MissionMarkerWinDotTime = 30; // How many seconds the "win" mission dot will remain on the map DMS_MissionMarkerWinDotTime = 30; // How many seconds the "win" mission dot will remain on the map
@ -86,6 +81,11 @@ DMS_DEBUG = true;
/* AI Settings */ /* AI Settings */
DMS_Bandit_Soldier_MoneyGain = 50; // The amount of Poptabs gained for killing a bandit soldier
DMS_Bandit_Soldier_RepGain = 10; // The amount of Respect gained for killing a bandit soldier
DMS_Bandit_Static_MoneyGain = 100; // The amount of Poptabs gained for killing a bandit static gunner
DMS_Bandit_Static_RepGain = 25; // The amount of Respect gained for killing a bandit static gunner
DMS_banditSide = EAST; // The side (team) that AI Bandits will spawn on DMS_banditSide = EAST; // The side (team) that AI Bandits will spawn on
DMS_clear_AI_body = false; // Clear AI body as soon as they die DMS_clear_AI_body = false; // Clear AI body as soon as they die
DMS_clear_AI_body_chance = 50; // Percentage chance that AI bodies will be cleared when they die DMS_clear_AI_body_chance = 50; // Percentage chance that AI bodies will be cleared when they die
@ -535,6 +535,6 @@ DMS_DEBUG = true;
if(DMS_DEBUG) then { if(DMS_DEBUG) then {
DMS_TimeBetweenMissions = [30,60]; DMS_TimeBetweenMissions = [30,60];
DMS_MissionTimeOut = [60,90]; DMS_MissionTimeOut = [60,90];
DMS_MissionTypes = [["staticstuff",1]]; //DMS_MissionTypes = [["testmission",1]];
diag_log format ["DMS_DEBUG CONFIG :: Overriding DMS_TimeBetweenMissions (%1) and DMS_MissionTimeOut (%2)",DMS_TimeBetweenMissions,DMS_MissionTimeOut]; diag_log format ["DMS_DEBUG CONFIG :: Overriding DMS_TimeBetweenMissions (%1) and DMS_MissionTimeOut (%2)",DMS_TimeBetweenMissions,DMS_MissionTimeOut];
}; };

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@ -42,8 +42,8 @@ _crate1 = ["Box_NATO_Wps_F",_pos] call DMS_fnc_SpawnCrate;
_wreck = createVehicle ["Land_FuelStation_Build_F",[(_pos select 0) - 10, (_pos select 1),-0.2],[], 0, "CAN_COLLIDE"]; _wreck = createVehicle ["Land_FuelStation_Build_F",[(_pos select 0) - 10, (_pos select 1),-0.2],[], 0, "CAN_COLLIDE"];
_vehicle1 = ["Exile_Car_SUV_Red",_pos] call DMS_fnc_SpawnNonPersistentVehicle; _vehicle1 = ["Exile_Car_SUV_Red",[(_pos select 0) + -1*(5+(random 5)),(_pos select 1) + -1*(5+(random 5)),0]] call DMS_fnc_SpawnNonPersistentVehicle;
_vehicle2 = ["Exile_Car_SUV_Grey",_pos] call DMS_fnc_SpawnNonPersistentVehicle; _vehicle2 = ["Exile_Car_SUV_Grey",[(_pos select 0)+(5+(random 5)),(_pos select 1)+(5+(random 5)),0]] call DMS_fnc_SpawnNonPersistentVehicle;

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@ -36,6 +36,18 @@ _group =
_side // "bandit","hero", etc. _side // "bandit","hero", etc.
] call DMS_fnc_SpawnAIGroup; ] call DMS_fnc_SpawnAIGroup;
_staticGuns =
[
[
[(_pos select 0)+(5+(random 5)),(_pos select 1)+(5+(random 5)),0],
[(_pos select 0) + -1*(5+(random 5)),(_pos select 1) + -1*(5+(random 5)),0]
],
_group,
"assault",
"static",
"bandit"
] call DMS_fnc_SpawnAIStatic;
// Create Crates // Create Crates
_crate1 = ["Box_NATO_Wps_F",_pos] call DMS_fnc_SpawnCrate; _crate1 = ["Box_NATO_Wps_F",_pos] call DMS_fnc_SpawnCrate;
@ -62,7 +74,7 @@ _missionAIUnits =
// Define mission-spawned objects and loot values // Define mission-spawned objects and loot values
_missionObjs = _missionObjs =
[ [
[_wreck], [_wreck]+_staticGuns,
[_vehicle], [_vehicle],
[[_crate1,_crate_loot_values1]] [[_crate1,_crate_loot_values1]]
]; ];

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@ -78,6 +78,14 @@ if (!hasInterface && !isServer) then
## Changelog: ## Changelog:
#### September 9, 2015 (10:00 PM CST-America):
* Added static AI! The "donthasslethehoff" mission has them included by default. :D
* New config values: ```DMS_Bandit_Static_MoneyGain``` and ```DMS_Bandit_Static_RepGain```.
* Future-proofed ```DMS_fnc_OnKilled```. As a result, "DMS_BanditMoneyGainOnKill" is now ```DMS_Bandit_Soldier_MoneyGain```, and "DMS_BanditRepGainOnKill" is now ```DMS_Bandit_Soldier_RepGain```.
* Added config value ```DMS_ai_disable_ramming_damage```. Check the comment for more info :)
* Removed config value "DMS_ai_static_skills"
* Randomized vehicle spawn position for "cardealer" mission.
#### September 8, 2015 (11:00 PM CST-America): #### September 8, 2015 (11:00 PM CST-America):
* AI Bodies should now be properly cleaned when run over (if configured to do so with ```DMS_remove_roadkill``` and ```DMS_remove_roadkill_chance```). * AI Bodies should now be properly cleaned when run over (if configured to do so with ```DMS_remove_roadkill``` and ```DMS_remove_roadkill_chance```).
* Added config option ```DMS_credit_roadkill```. If set to true, players will get poptabs/respect for running over AI. Default: false. * Added config option ```DMS_credit_roadkill```. If set to true, players will get poptabs/respect for running over AI. Default: false.