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Couple fixes + New version release
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@ -6,7 +6,7 @@
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*/
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*/
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// If you're gonna make any changes to DMS functions and/or create any new missions, it's a good idea to enable this :)
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// If you're gonna make any changes to DMS functions and/or create any new missions, it's a good idea to enable this :)
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DMS_DEBUG = true;
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DMS_DEBUG = false;
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@ -21,11 +21,6 @@ DMS_DEBUG = true;
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DMS_AI_KillPercent = 100; // The percent amount of AI that need to be killed for "killPercent" mission requirement (NOT IMPLEMENTED)
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DMS_AI_KillPercent = 100; // The percent amount of AI that need to be killed for "killPercent" mission requirement (NOT IMPLEMENTED)
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DMS_Bandit_Soldier_MoneyGain = 50; // The amount of Poptabs gained for killing a bandit soldier
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DMS_Bandit_Soldier_RepGain = 10; // The amount of Respect gained for killing a bandit soldier
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DMS_Bandit_Static_MoneyGain = 100; // The amount of Poptabs gained for killing a bandit static gunner
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DMS_Bandit_Static_RepGain = 25; // The amount of Respect gained for killing a bandit static gunner
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DMS_MissionMarkerWinDot = true; // Keep the mission marker dot with a "win" message after mission is over
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DMS_MissionMarkerWinDot = true; // Keep the mission marker dot with a "win" message after mission is over
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DMS_MissionMarkerLoseDot = true; // Keep the mission marker dot with a "lose" message after mission is over
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DMS_MissionMarkerLoseDot = true; // Keep the mission marker dot with a "lose" message after mission is over
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DMS_MissionMarkerWinDotTime = 30; // How many seconds the "win" mission dot will remain on the map
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DMS_MissionMarkerWinDotTime = 30; // How many seconds the "win" mission dot will remain on the map
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@ -86,6 +81,11 @@ DMS_DEBUG = true;
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/* AI Settings */
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/* AI Settings */
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DMS_Bandit_Soldier_MoneyGain = 50; // The amount of Poptabs gained for killing a bandit soldier
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DMS_Bandit_Soldier_RepGain = 10; // The amount of Respect gained for killing a bandit soldier
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DMS_Bandit_Static_MoneyGain = 100; // The amount of Poptabs gained for killing a bandit static gunner
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DMS_Bandit_Static_RepGain = 25; // The amount of Respect gained for killing a bandit static gunner
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DMS_banditSide = EAST; // The side (team) that AI Bandits will spawn on
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DMS_banditSide = EAST; // The side (team) that AI Bandits will spawn on
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DMS_clear_AI_body = false; // Clear AI body as soon as they die
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DMS_clear_AI_body = false; // Clear AI body as soon as they die
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DMS_clear_AI_body_chance = 50; // Percentage chance that AI bodies will be cleared when they die
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DMS_clear_AI_body_chance = 50; // Percentage chance that AI bodies will be cleared when they die
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@ -535,6 +535,6 @@ DMS_DEBUG = true;
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if(DMS_DEBUG) then {
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if(DMS_DEBUG) then {
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DMS_TimeBetweenMissions = [30,60];
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DMS_TimeBetweenMissions = [30,60];
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DMS_MissionTimeOut = [60,90];
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DMS_MissionTimeOut = [60,90];
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DMS_MissionTypes = [["staticstuff",1]];
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//DMS_MissionTypes = [["testmission",1]];
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diag_log format ["DMS_DEBUG CONFIG :: Overriding DMS_TimeBetweenMissions (%1) and DMS_MissionTimeOut (%2)",DMS_TimeBetweenMissions,DMS_MissionTimeOut];
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diag_log format ["DMS_DEBUG CONFIG :: Overriding DMS_TimeBetweenMissions (%1) and DMS_MissionTimeOut (%2)",DMS_TimeBetweenMissions,DMS_MissionTimeOut];
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};
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};
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@ -42,8 +42,8 @@ _crate1 = ["Box_NATO_Wps_F",_pos] call DMS_fnc_SpawnCrate;
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_wreck = createVehicle ["Land_FuelStation_Build_F",[(_pos select 0) - 10, (_pos select 1),-0.2],[], 0, "CAN_COLLIDE"];
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_wreck = createVehicle ["Land_FuelStation_Build_F",[(_pos select 0) - 10, (_pos select 1),-0.2],[], 0, "CAN_COLLIDE"];
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_vehicle1 = ["Exile_Car_SUV_Red",_pos] call DMS_fnc_SpawnNonPersistentVehicle;
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_vehicle1 = ["Exile_Car_SUV_Red",[(_pos select 0) + -1*(5+(random 5)),(_pos select 1) + -1*(5+(random 5)),0]] call DMS_fnc_SpawnNonPersistentVehicle;
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_vehicle2 = ["Exile_Car_SUV_Grey",_pos] call DMS_fnc_SpawnNonPersistentVehicle;
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_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 =
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_side // "bandit","hero", etc.
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_side // "bandit","hero", etc.
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] call DMS_fnc_SpawnAIGroup;
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] call DMS_fnc_SpawnAIGroup;
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_staticGuns =
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[
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[
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[(_pos select 0)+(5+(random 5)),(_pos select 1)+(5+(random 5)),0],
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[(_pos select 0) + -1*(5+(random 5)),(_pos select 1) + -1*(5+(random 5)),0]
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],
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_group,
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"assault",
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"static",
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"bandit"
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] call DMS_fnc_SpawnAIStatic;
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// Create Crates
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// Create Crates
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_crate1 = ["Box_NATO_Wps_F",_pos] call DMS_fnc_SpawnCrate;
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_crate1 = ["Box_NATO_Wps_F",_pos] call DMS_fnc_SpawnCrate;
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@ -62,7 +74,7 @@ _missionAIUnits =
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// Define mission-spawned objects and loot values
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// Define mission-spawned objects and loot values
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_missionObjs =
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_missionObjs =
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[
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[
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[_wreck],
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[_wreck]+_staticGuns,
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[_vehicle],
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[_vehicle],
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[[_crate1,_crate_loot_values1]]
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[[_crate1,_crate_loot_values1]]
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];
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];
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@ -78,6 +78,14 @@ if (!hasInterface && !isServer) then
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## Changelog:
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## Changelog:
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#### September 9, 2015 (10:00 PM CST-America):
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* Added static AI! The "donthasslethehoff" mission has them included by default. :D
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* New config values: ```DMS_Bandit_Static_MoneyGain``` and ```DMS_Bandit_Static_RepGain```.
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* 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```.
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* Added config value ```DMS_ai_disable_ramming_damage```. Check the comment for more info :)
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* Removed config value "DMS_ai_static_skills"
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* Randomized vehicle spawn position for "cardealer" mission.
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#### September 8, 2015 (11:00 PM CST-America):
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#### September 8, 2015 (11:00 PM CST-America):
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* AI Bodies should now be properly cleaned when run over (if configured to do so with ```DMS_remove_roadkill``` and ```DMS_remove_roadkill_chance```).
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* AI Bodies should now be properly cleaned when run over (if configured to do so with ```DMS_remove_roadkill``` and ```DMS_remove_roadkill_chance```).
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* Added config option ```DMS_credit_roadkill```. If set to true, players will get poptabs/respect for running over AI. Default: false.
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* Added config option ```DMS_credit_roadkill```. If set to true, players will get poptabs/respect for running over AI. Default: false.
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