Commit Graph

471 Commits

Author SHA1 Message Date
eraser1
ff9cbb49e1 Forgot to change this 2016-01-11 12:55:03 -06:00
eraser1
7ee6ea09e6 More beta changes 2016-01-11 12:52:26 -06:00
eraser1
cfde8f554a Make that prettier... and update DMS_Version 2016-01-09 19:54:50 -06:00
eraser1
031dd386ad Minor improvements
Added distance to the party member notification when they kill an AI

The mine created by using "DMS_explode_onRoadkill" is spawned on the
player, so the player can't get away with running an AI over if he/she
simply drives really fast.
2016-01-09 11:06:42 -06:00
eraser1
7a8630b322 Forgot to change DMS_Version 2016-01-06 20:03:29 -06:00
eraser1
c13d751047 Release Candidate 2016-01-06 18:38:55 -06:00
eraser1
3a812885d8 Fixes 2015-12-24 21:38:43 -06:00
eraser1
5b0b8c35dd Mini-update 2015-12-24 16:14:18 -06:00
eraser1
70fae7bc44 Merry Xmas :D
* **NEW CONFIG VALUES:**

DMS_SpawnFlareOnReinforcements
DMS_MissionMarkerWinDot_Type
DMS_MissionMarkerLoseDot_Type
DMS_EnableBoxMoving
DMS_BasesToImportOnServerStart
DMS_AI_Classname
DMS_AI_AimCoef_easy
DMS_AI_AimCoef_moderate
DMS_AI_AimCoef_difficult
DMS_AI_AimCoef_hardcore
DMS_AI_EnableStamina_easy
DMS_AI_EnableStamina_moderate
DMS_AI_EnableStamina_difficult
DMS_AI_EnableStamina_hardcore
DMS_AI_destroyStaticWeapon
DMS_AI_destroyStaticWeapon_chance
DMS_ai_SupportedRandomClasses
DMS_random_non_assault_AI
DMS_random_non_MG_AI
DMS_random_non_sniper_AI
* Please check out the new config values in config.sqf to see what they
do :)
* Fixed issue with "thieves" mission (and DMS-spawned persistent
vehicles in general). Big thank you to [JamieKG from Eternal
Gamer](http://eternal-gamer.com/) and Torndeco.
* **New static mission: "slums"**
* Credit for the base goes to [William from Refugees of the
Fallen](http://refugeesofthefallen.enjin.com/)
* Spawns 2 crates at 2 different locations from a list of 5 locations.
* No AI vehicles, only infantry (introduces Close Quarters Combat)
* Added to Altis by default.
* Static bases can now be imported on server startup instead of mission
spawns. Enabled by default for saltflats and slums.
* Increased "DMS_MissionTimeoutResetRange" from 1000 to 1500.
* Removed the Navid from config (MG AI and box weapons).
* Edited panthera3_config to reduce SpawnZoneNear and TraderZoneNear
blacklists.
* Edited "blackhawkdown" and "donthasslethehoff" missions to use a
slightly different heli wreck classname.
* Increased marker circle diameter for saltflats mission to 750 meters.
* Moved "DMS_Version" variable assignment to pre-init.
* Moved Map Center and Map Radius assignments to post-init.
* Added support for 2 new optional parameters: _onMonitorStart and
_onMonitorEnd, run before and after the Mission Monitor checks the
mission, but AFTER "Mission Success State" is checked.
* Mines should now be deleted when a mission fails.
* Script optimizations for almost all functions using new command(s)
introduced in ArmA v1.54, as well as improved technique(s).
* "ExileServer_system_garbageCollector_deleteObject" is now used to
actually delete items by DMS_fnc_CleanUp.
* AI and vehicle cleanup should now be completely handled by Exile.
* Added support for mARMA logging.
* **You can now disable the movement/lifting of loot crates after the
mission is complete using "DMS_EnableBoxMoving".**
* Added some debug code to DMS_fnc_FindSafePos and
DMS_fnc_IsValidPosition (commented out by default)
* New group reinforcement type "increasing_difficulty".
* DMS_fnc_IsNearWater now checks for invalid parameter(s).
* DMS_fnc_PlayerAwardOnAIKill now checks for roadkill values AFTER
unit-defined respect/tabs.
* You can now define different marker types for mission
completion/failure using "DMS_MissionMarkerWinDot_Type" and
"DMS_MissionMarkerLoseDot_Type" respectively.
* "DMS_fnc_SetGroupBehavior" can now take a unit as parameter as well.
It will also now return true if behavior was changed, false otherwise.
* "DMS_fnc_SpawnAIGroup" and "DMS_fnc_SpawnAIGroup_MultiPos" now
supports the definition of custom gear sets.
* Improved function documentation for "DMS_fnc_SpawnAIGroup",
"DMS_fnc_SpawnAIGroup_MultiPos", and "DMS_fnc_SpawnAISoldier".
* "DMS_fnc_SpawnAISoldier" now supports multiple different random AI
class presets. This means that you can define a certain "random" class
preset, but have it select from a specially defined list that excludes
classes that you don't want.
* Added default values to certain "missionNameSpace getVariable"s in
DMS_fnc_SpawnAISoldier to prevent script errors in the event of invalid
definitions.
* Slight logic tweak/fix to DMS_fnc_TargetsKilled (it shouldn't throw
errors when there aren't any).
2015-12-24 13:45:20 -06:00
eraser1
ec9cc60c6e A couple tweaks...
* **Tweaks to saltflats static mission:**
* AI Vehicle is spawned AFTER the base is spawned (hopefully
limits/prevents it from spawning inside something).
* Before spawning a new crate, any crate (with the same classname) that
potentially exists from a previous mission is deleted first.
2015-11-18 19:49:08 -06:00
eraser1
c488a90841 Coefficient was a bit high imo... 2015-11-14 20:45:47 -06:00
eraser1
78aa0f8667 Say bye-bye to the pre-packed PBO ;)
#### November 14, 2015 (8:30 PM CST-America):
* **NEW CONFIG VALUES:**

DMS_AllowStaticReinforcements
DMS_MarkerText_ShowAICount_Static
DMS_PredefinedMissionLocations_WEIGHTED
DMS_AIKill_DistanceBonusMinDistance
DMS_AIKill_DistanceBonusCoefficient
* You can now manually disable Static Mission AI reinforcements using
"DMS_AllowStaticReinforcements"
* You can now choose whether or not to show AI count for map markers for
both Static and Dynamic missions separately.
* DMS will now check to see if the config.sqf didn't load properly, and
for the presence of RyanZombies.
* You can now make predefined locations weighted.
* Some optimization + code clarity.
* Added ```taviana_config.sqf``` (identical to ```tavi_config.sqf```)
for the latest version of Taviana.
* **saltflats mission**:
* The AI will now initially spawn randomly across the compound. This
should help with the issue of some AI spawning outside of the compound.
* Added more static guns: 4 around the flagpole (5 meters north, south,
east, and west). One on top of the tower in each corner, and another on
the top of the concrete water tower.
* When an AI group is offloaded to a client and he gets out of range AND
no other viable client is found, the AI locality should now revert to
the server (it used to just stay with the original client).
* Added extra measures to prevent the creation of 2 markers with the
same name.
* fn_FillCrate.sqf:
* Fixed the issue where DMS would complain about incorrect parameters
when using custom code to generate loot.
* DMS now has debug logging to tell you exactly what it spawns in the
crate when using a crate case or custom code.
* "DMS_PredefinedMissionLocations" itself will now be shuffled when
finding a position. This should make the generated positions even more
random.
* Added new Group Reinforcement Types: "armed_vehicle_replace" and
"static_gunner"
* Potentially resolved the issue with launchers not being deleted from
AI bodies when they're killed sometimes.
* **fn_PlayerAwardOnAIKill.sqf**: Created a separate function to handle
poptabs/respect of a player when he/she kills an AI.
* Added a "distance bonus" for respect when killing AI.
* Added logging for player rewards on AI kills.
* DMS now lets Exile's body cleanup handle dead AIs.
* Fixed the issue where DMS would spawn static missions even when
"DMS_StaticMission" is set to false.
* fn_SetAILocality.sqf now returns true/false if it does/doesn't find an
owner.
* New function "fn_SpawnAIGroup_MultiPos.sqf". Almost identical to
SpawnAIGroup, except it spawns each AI along a list of locations.
* **Removed the pre-packed PBO. Too many people were having issues with
their PBO tool removing the prefix and repacking it would result in DMS
not working.**
2015-11-14 20:08:41 -06:00
eraser1
72f0469297 Upload M3E Project Files 2015-11-01 12:27:37 -06:00
eraser1
ed33d8db5b I'm a noob 2015-10-30 21:21:36 -05:00
eraser1
f0b4ab4b4d markdown pls 2015-10-30 21:20:51 -05:00
eraser1
9b8e4e1573 Static Missions! And MORE!
* ** NEW CONFIG VALUES:

|DMS_MaxStaticMissions|
|DMS_TimeToFirstStaticMission|
|DMS_TimeBetweenStaticMissions|
|DMS_StaticMissionTimeOut|
|DMS_StaticMissionTimeoutResetRange|
|DMS_StaticMinPlayerDistance|
|DMS_UsePredefinedMissionLocations|
|DMS_PredefinedMissionLocations|
|DMS_MinDistFromWestBorder|
|DMS_MinDistFromEastBorder|
|DMS_MinDistFromSouthBorder|
|DMS_MinDistFromNorthBorder|
|DMS_StaticMissionTypes|
**
* Added new value "DMS_Version".
* ** "DMS_fnc_SpawnAIStatic" is now "DMS_fnc_SpawnAIStaticMG";
donthasslethehoff, mercbase, and testmission have been updated with the
new names**
* DMS will now check to make sure that marker colors passed to
fn_CreateMarker are valid marker colors.
* You can now control how far away from each border a mission will spawn
(each border is separate: west, east, south, north). All "supported"
maps have config values adjusted in "map_configs".
* New salt flats base by [Darth Rogue from
SOA](http://soldiersofanarchy.net/).
* **IMPLEMENTED STATIC MISSIONS (initial version). "saltflats" is
currently the only static mission for Altis ONLY. However, it shouldn't
be too difficult to export it to other maps (once positions have been
adjusted). **
* Fixed a couple of outdated/inaccurate function documentation comments.
* **FINALLY REMOVED THE Default Value "-1" PARAMS RPT SPAM. I FOUND IT.
YESSSSS**
* Fixed fn_CleanUp producing debug logs even with debug disabled.
* Fixed the CleanUp list not Cleaning Up after itself (hah!).
* Added diag_tickTime and DMS_Version to debug logs.
* You can now define a custom function for DMS_FillCrate. It will be
passed params from _lootValues select 0. ** I haven't tested this at
all. Just keep that in mind ;) **
* You can now manually define mission spawning locations into an array,
and that array will be used to find a location. Each location will still
be checked for validity, and if no valid positions are found from the
list, a random one is then generated using the normal method. ** I
didn't test this part at all either :P **
* fn_FindSafePos should be even more efficient now, and even more
controllable.
* Quite a few new functions; most notably: fn_GroupReinforcementsManager
* fn_GroupReinforcementsManager is used by static missions to provide
reinforcements for AI once they fall below a certain threshold (and/or
any other parameters you provide). Make sure to check out the function
documentation and give any suggestions for new reinforcement types!
* New function "DMS_fnc_ImportFromM3E_Static" will simply import a base
from the provided file (under static). No conversion to relative
position or anything. Simply spawning, positioning, and disabling
simulation.
* Removed the check for being outside map edges from fn_isValidPosition.
* "hardcore" AI will now be even more difficult ;)
2015-10-30 21:18:58 -05:00
eraser1
cc6906cc2c Oops
quick fix
2015-10-29 20:25:07 -05:00
eraser1
282e735a50 Markdown is hard 2015-10-17 15:30:41 -05:00
eraser1
ab7ed7777b Add a roadmap 2015-10-17 15:28:34 -05:00
eraser1
30136c8f37 I know... it's been over a week... gimme a break
#### October 17, 2015 (2:30 PM CST-America):
* **NEW CONFIG VALUES**:

|DMS_TimeToFirstMission|
|DMS_ShowDifficultyColorLegend|
|DMS_TerritoryNearBlacklist|
|DMS_MinSurfaceNormal| (Used to be DMS_MaxSurfaceNormal, simply renamed)
|DMS_ai_launchers_per_group|
* **UPDATING ALL OF YOUR MISSION FILES IS HIGHLY RECOMMENDED UNLESS YOU
KNOW WHAT YOU'RE DOING**
* RENAMED "DMS_MaxSurfaceNormal" to "DMS_MinSurfaceNormal". I must have
been very tired when I named it...
* DMS_MinSurfaceNormal is now 0.9 by default, but will be 0.95 for Altis
and Bornholm (since they're relatively large/flat maps). Esseker is
still 0.85. If you want to convert DMS_MinSurfaceNormal to degrees, you
would take the arc-cosine of the surfaceNormal, and that will give you
the degrees from horizontal. For example, arccos(0.9) is about 25
degrees. Google: "arccos(0.9) in degrees"
* Tweaked and rebalanced "DMS_BanditMissionTypes". Most of the spawn
chances are the same, they're just reduced in order to prevent the
creation of arrays that are far larger than they need to be.
* You can now manually define how long it takes for the first mission to
spawn after a restart.
* DMS will now by default create markers on the bottom left of the map
to show which colors correspond to which difficulty. It isn't very
pretty, but it gets the point across.
* DMS will now manually calculate the center of the map and its radius,
if it isn't preconfigured by DMS.
* You can now specify the vehicles to spawn for missions: "bandits",
"cardealer", "construction", "donthasslethehoff", and "thieves".
* You can now specify the spawning location of any mission (and whether
or not to use an alternative location if the provided location is
invalid). This will allow for easy integration of DMS into admin tools.
* Added support for scripts to be executed on mission completion or
mission failure (this will allow you to have "multi-part" missions,
where you would simply spawn the next part of the mission if the
previous is completed).
* Restructured DMS_DEBUG from the previous patch in favor of a more
"optimized" method.
* DMS_fnc_findSafePos is completely overhauled; DMS no longer uses
"BIS_fnc_findSafePos". It also now throttles minSurfaceNormal on
repeated failure. You can now determine whether or not the mission
should spawn on water (however, I don't suggest you use this function
for water spawns yet).
* You can also now define a minimum distance from other territories for
missions.
* DMS_fnc_IsValidPosition will now check for water depth if the provided
position is meant to be checked as a "water spawn". It will now also
check for nearby missions from A3XAI or VEMF (untested).
* DMS_fnc_IsValidPosition now checks whether or not the position is
outside of the map borders.
* DMS_fnc_SelectOffsetPos will now return the 3rd element of the
provided position as-is.
* You can now have multiple AI within a group with a launcher.
* AI now have a 5-second godmode after spawning.
* You can now spawn a crate using ASL pos. DMS_fnc_SpawnCrate will also
make sure that the provided classname is valid.
* Just like SpawnCrate, "DMS_fnc_SpawnNonPersistentVehicle" and
"DMS_fnc_SpawnPersistentVehicle" will now make sure that the provided
classname is valid.
* "DMS_fnc_SpawnPersistentVehicle" now supports ASL spawning.
* Added support for [Rod Serling's](https://github.com/Rod-Serling) AVS.
* General optimization.
2015-10-17 14:39:07 -05:00
eraser1
122782df6d meh 2015-10-09 20:38:51 -05:00
eraser1
4ee86aeb46 MarkDown is hard 2015-10-09 20:36:51 -05:00
eraser1
0544cfe9e7 Readme changes, new debug fnc, fixes, tweaks
Created disclaimer for DMS. Now mentioning that HC for DMS isn't that
good.
Some structure stuff in readme (let's see if it works lol)

* **NEW CONFIG VALUE: DMS_Use_Map_Config**
* You can now overwrite "main config values" with map-specific config
values located in the new "map_configs" folder. This should allow you to
use one DMS PBO if you have multiple servers with different maps.
Included examples for Altis, Bornholm, Esseker, and Tavi (Taviana).
* Because of the above implementation, DMS by default will not include
the salt flats blacklist for findSafePos. In addition, it is
preconfigured to the hilly terrains in Esseker and Taviana, as well as
reducing all of the blacklist distances due to the smaller map size in
Esseker.
* Created new function "DMS_fnc_DebugLog". All DMS files (that produced
debug logs) have been changed, including mission files. However,
updating them is not important (and completely pointless if you don't
even use DMS_DEBUG).
* Fixed a few locations where it said "sized" instead of "seized".
Thanks to [icomrade](https://github.com/icomrade) for pointing them out.
* DMS now utilizes the "ARMA_LOG" DLL (if it exists) by infiSTAR to
produce debug logs (if enabled). All debug logs now also include server
uptime (in seconds) and server FPS.
* The FSM no longer produces debug logs.
* AI Locality manager will now run every minute.
* Debug logs for "DMS_fnc_MissionsMonitor" will only output the mission
name and the position, instead of all of the parameters.
* "DMS_fnc_IsNearWater" will now check the provided position itself for
water.
* "DMS_fnc_IsValidPosition" will now do a surfaceNormal check within a 5
meter radius of the provided position as well.
* "_customGearSet" should now actually work for
"DMS_fnc_SpawnAISoldier", and the function title comment has been
updated for the slightly tweaked syntax.
2015-10-09 20:35:07 -05:00
eraser1
c0cf7fce84 derp 2015-10-08 19:27:33 -05:00
eraser1
aae13d7451 Whoops
Forgot a something + readme formatting
2015-10-08 19:26:27 -05:00
eraser1
ed45b5d55c Major UI Improvements, Fixes, Improved readme
* **NEW CONFIG VALUES**:
|DMS_Show_Kill_Poptabs_Notification|
|DMS_Show_Kill_Respect_Notification|
|DMS_dynamicText_Duration|
|DMS_dynamicText_FadeTime|
|DMS_dynamicText_Title_Size|
|DMS_dynamicText_Title_Font|
|DMS_dynamicText_Message_Color|
|DMS_dynamicText_Message_Size|
|DMS_dynamicText_Message_Font|
|DMS_standardHint_Title_Size|
|DMS_standardHint_Title_Font|
|DMS_standardHint_Message_Color|
|DMS_standardHint_Message_Size|
|DMS_standardHint_Message_Font|
|DMS_textTiles_Duration|
|DMS_textTiles_FadeTime|
|DMS_textTiles_Title_Size|
|DMS_textTiles_Title_Font|
|DMS_textTiles_Message_Color|
|DMS_textTiles_Message_Size|
|DMS_textTiles_Message_Font|
* "DMS_PlayerNotificationTypes" has been adjusted to include
"systemChatRequest" and the brand new "textTilesRequest". **NOTE:** Due
to the way "text tiles" work, a player can only have one on his screen
at a time. As a result, if another text tile is created while the
mission message is up, the message will immediately disappear to display
the new text tile. Currently, the "Frag Messages" (the ones that say
"Player Kill  +100") use text tiles. I don't think it should be a major
issue (especially if you use "systemChatRequest", so the player can just
scroll up), but if I get reports of it being stupid, I will default to
"dynamicTextRequest", which should also look pretty damn nice.
* These changes should make it much easier for people to use DMS
notification functions for other purposes.
* Fixed AI waypoints - the AI should now properly circle the objective
at the proper radius.
* Tweaked "DMS_AI_WP_Radius_moderate" and "DMS_AI_WP_Radius_difficult"
(reduced the radii). Due to the AI pathing fix.
* Fixed a couple typos in "DMS_fnc_SpawnAISoldier". "_customGearSet"
should work now (although I'm fairly certain nobody uses it since nobody
ever complained :P )
* Improved "DMS_fnc_SpawnNonPersistentVehicle"; Vehicles should no
longer spawn jumbled up in most cases (like cardealer). Also, it's
updated to the latest Exile methods to ensure that vehicles have no
nightvision/thermal if configured to do so in Exile configs. Also added
the "MPKilled" EH used by Exile for non-persistent (persistent vehicles
already had it).
* You can now choose whether or not you want to display the poptabs or
respect kill messages when killing an AI with
"DMS_Show_Kill_Poptabs_Notification" and
"DMS_Show_Kill_Respect_Notification". Both are enabled by default.
* Fixed typos in the "OnKilled" EH (didn't really affect anything)
* Fixed cases when "currentMuzzle" would return a number. Thanks to
[azmodii](https://github.com/azmodii) for the reminder.
* Optimized the "AI share info" function in "OnKilled"
2015-10-08 19:16:48 -05:00
eraser1
a1f4933b4b forgot to mention this... 2015-10-04 22:31:12 -05:00
eraser1
829943bf65 mI gramur Iz gUd (new mission, function, and features)
* **NEW CONFIG VALUES**:

|DMS_MarkerText_ShowMissionPrefix|
|DMS_MarkerText_MissionPrefix|
|DMS_MarkerText_ShowAICount|
|DMS_MarkerText_AIName|
* New function: DMS_fnc_SpawnPersistentVehicle. It will spawn
inaccessible vehicles by default and convert VALID pincode inputs to the
proper format.
* New mission: "Car Thieves" (thieves.sqf). It uses the new
DMS_fnc_SpawnPersistentVehicle. When the mission is completed
successfully, the code is displayed in the completion message.
* You can now add a "prefix" to the marker text of each mission.
* You can now display the number of remaining AI in the marker text (it
should update about every 15 seconds).
* Rearranged the missions in the config to look prettier. Don't judge.
* Added the "Zamak", "Tempest", and "HEMMT" to "DMS_TransportTrucks"
array. Removed "Exile_Car_Van_Black"
* "dynamicTextRequest" messages will now appear at the top of the
screen, so it shouldn't distract/block stuff in focus.
* Fixed some spelling, improved some grammar (will require mission
updates, it's really minor though).
2015-10-04 22:27:22 -05:00
eraser1
8562289765 Some more required changes... sorry
* **You must update all of your mission files; the mission message
system as well as the calling parameters for DMS_fnc_FindSafePos have
been overhauled and will be incompatible with previous versions.**
* NEW CONFIG VALUES:

|DMS_ThrottleBlacklists|
|DMS_AttemptsUntilThrottle|
|DMS_ThrottleCoefficient|
|DMS_MinThrottledDistance|
* Decreased
"DMS_TraderZoneNearBlacklist","DMS_MissionNearBlacklist","DMS_WaterNearBlacklist"
* Changed "DMS_dynamicText_Color" to "#FFFFFF" (white)
* Replaced weapon classes in "DMS_CrateCase_Sniper" to the base classes;
all attachments should now spawn in the box separately.
* New function DMS_fnc_IsValidPosition (uses logic that was previously
from "DMS_fnc_FindSafePos").
* You can now manually define every individual parameter for
DMS_fnc_findSafePos per-mission, instead of using global parameters.
* AI will now be offloaded to an HC even with "DMS_ai_offload_to_client"
set to false.
* All of the previously "supported" values for
"DMS_PlayerNotificationTypes" are now PROPERLY supported.
DMS_PlayerNotificationTypes is now set to default "dynamicTextRequest"
and "systemChatRequest".
* Tweaked "cardealer" mission, the cars should no longer spawn inside of
each other.
2015-10-03 22:32:42 -05:00
eraser1
1997fb7614 Finally another update... warming up
* NEW CONFIG VALUE: DMS_SpawnMinefieldForEveryMission
* You can now force-spawn an AT mine minefield on every mission with the
above config. These mines will only blow up on Tanks, APCs, and MRAPs
(Ifrits, Hunters, Striders).
* ALL MISSIONS HAVE BEEN EDITED TO MATCH THE NEW STANDARD FOR
DMS_fnc_AddMissionToMonitor. **If you have made any custom missions or
modified any of the current mission scripts, make sure you merge your
changes**!
* Adjusted the placement of the armed car in "bandits" mission. It
should no longer spawn right on the crate.
* Marker and message names for the "foodtransport" mission have been
adjusted.
* Added the AI vehicle to the "mercbase" mission.
* Removed some RPT spam...
* Standardize ATL for DMS_fnc_importFromM3E_Convert
* When revealing a player to AI, the reveal amount will be reduced if
the player has a suppressor.
* DMS_fnc_SetGroupBehavior will now remove all previous waypoints from
the AI group.
* Improved logging message for DMS_fnc_SpawnMinefield. Also, the mine
warning signs should be on a random offset (instead of always spawning
at 0, 90, 180, and 270 degrees)
2015-09-30 21:29:33 -05:00
eraser1
01f04a0d96 Coming soon 2015-09-29 16:48:56 -05:00
Defent
6d7daf79d5 Merge pull request #24 from Vishpala/master
#FishPala
2015-09-28 20:30:52 +02:00
Vishpala
b38305a6aa Merge pull request #1 from Vishpala/Vishpala-patch-1
Fix Variable Error for RS_VLS Call
2015-09-28 09:54:06 -07:00
Vishpala
2de8773861 Fix Variable Error for RS_VLS Call 2015-09-28 09:53:57 -07:00
eraser1
fe69ae7a73 learning some markdown... maybe 2015-09-25 23:24:48 -05:00
eraser1
cec27d7d35 Logic improvement, forgot a couple things in readme
* Improved DMS_fnc_FindSafePos when checking for nearby missions - it
should now use the proper mission location (if it was given correctly in
the parameters for DMS_fnc_CreateMarker) instead of the marker position,
which could be offset. Thanks to [Rod
Serling](https://github.com/Rod-Serling) for complaining about this
"issue" :P

Forgot a couple things for the previous patch notes
2015-09-25 23:19:00 -05:00
eraser1
ebe199eaf2 PBO 2015-09-25 19:28:21 -05:00
eraser1
fdee4e4527 Relatively minor tweaks today
* NEW CONFIG VALUES:
DMS_SpawnMineWarningSigns
DMS_BulletProofMines
* You can now manually define the rare loot chance per crate.
* You can now define the mine amount and radius directly from the call
for DMS_fnc_SpawnMinefield.
2015-09-25 19:28:04 -05:00
eraser1
39af7c584c 'SPLOSIONS! (And some RPT spam reduction)
* NEW CONFIG VALUES:
DMS_SpawnMinesAroundMissions
DMS_despawnMines_onCompletion
DMS_MineInfo_easy
DMS_MineInfo_moderate
DMS_MineInfo_difficult
DMS_MineInfo_hardcore
DMS_explode_onRoadkill
* You can now spawn randomly generated minefields around missions!
Numberof mines and radius is dependent on difficulty.
* Also, you can now spawn an explosion on an AI when it is roadkilled,
causing a wheel or two of the roadkilling vehicle to break.
* Commented out the spawning of static-relative conversion of base
objects in test mission.
* Included example of how to spawn the minefield in the test mission.
* Reduced some of the RPT spam.
* Smoke/IR grenades will only spawn on proper crates - you can now
safely use DMS_fnc_FillCrate with non-crate objects but still have smoke
available.
2015-09-25 01:41:04 -05:00
Defent
d70352e0cc Merge pull request #23 from maca134/master
#MacaFixingThings
2015-09-24 20:58:33 +02:00
Matthew McConnell
e7802eb3f7 Update README.md 2015-09-24 19:54:57 +01:00
eraser1
c52c7c33d1 Today's Feature... Some of you are gonna like this
* NEW CONFIG VALUES:
DMS_Diff_RepOrTabs_on_roadkill
DMS_Bandit_Soldier_RoadkillMoney
DMS_Bandit_Soldier_RoadkillRep
DMS_Bandit_Static_RoadkillMoney
DMS_Bandit_Static_RoadkillRep
DMS_Bandit_Vehicle_RoadkillMoney
DMS_Bandit_Vehicle_RoadkillRep
* Removed config value: "DMS_credit_roadkill"
* You can now REDUCE a player's respect/poptabs when the player
roadkills an AI. The default values are -10 poptabs and -5 respect
(hardly noticeable, but I didn't want it to be extreme).
* Alternatively, you can simply reduce the amount of poptabs gained by
giving each corresponding config a positive value less than the regular.
Set the value to 0 if you don't want to credit the poptabs/respect.
* The player will get an appropriately colored message if he/she LOSES
poptabs (as opposed to gaining them).
* The player also gets a little more information regarding the type of
AI he/she has killed.
2015-09-21 23:17:51 -05:00
eraser1
7a074042b1 Important restructuring, minor fix(es)
* CONFIG VALUES: Changed "DMS_MissionTypes" to "DMS_BanditMissionTypes"
* Renamed some variables to "future-proof" them
* Placed all current missions under "bandit" subfolder to for easier
future integration.
* Created function "DMS_fnc_SpawnBanditMission" to handle bandit mission
spawning (makes it easier to spawn missions via admin console).
* Attached vehicle eventhandlers to DMS-spawned non-persistent vehicles.
* Fixed the "lock" option appearing on DMS-spawned vehicles.
2015-09-20 23:42:33 -05:00
eraser1
37ae9e2a05 bleh 2015-09-20 15:30:21 -05:00
eraser1
d4733a5559 Fixes + Idiot-proofing + New Function
* NEW CONFIG VALUE: "DMS_MaxSurfaceNormal"
* The above config value now determines the maximum incline that a
mission can spawn on. Default value is 0.95, which should be
sufficiently flat.
* Added some grouping explanations in mission config settings.
* Added check for A3XAI for the lovely
["Face"/"dayzai"](https://github.com/dayzai)
* Added ability for people to use a static export from M3Editor. DMS
will then calculate the relative position, and spawn it at the mission.
Example provided in testmission.sqf.
* Fixed an issue with DMS_fnc_TargetsKilled always returning false.
2015-09-20 15:26:08 -05:00
eraser1
fa75b5783f I always forget the PBO... 2015-09-20 00:37:37 -05:00
eraser1
44955afb0c Tweaks + Minor Additions
* NEW CONFIG VALUE: "DMS_ai_offload_Only_DMS_AI"
* You can use "DMS_ai_offload_Only_DMS_AI" to offload only AI spawned by
DMS. This should resolve any issues with other mission systems from DMS.
* Increased "DMS_playerNearRadius" from 75 meters to 100 meters.
* You can now define "absolute" mission conditions. If this mission
condition is met, it immediately counts the mission as completed. Add
"true" after the completion argument to turn it into an "absolute" win
condition.
* Added compatibility with RS_VLS by [Rod
Serling](https://github.com/Rod-Serling).
2015-09-20 00:37:13 -05:00
eraser1
c512ef72d2 Finally another update...
* NEW CONFIG VALUE: "DMS_HideBox".
* Loot vehicles cannot be lifted, pushed, or damaged until the mission
is completed successfully. Then the vehicle will be added to the Exile
simulation monitor.
* AI in vehicles will be automatically ejected on death.
* Another potential fix for launchers not despawning off of AI
sometimes.
* When an AI gunner from an armed ground vehicle is killed, the driver
will be switched to the gunner seat after 5-10 seconds. This prevents
the driver from driving around aimlessly and trolling.
* The above feature should now also work on AI that have been offloaded
now (doing so was a major, major pain in the ass, and is the reason why
there was no update yesterday).
2015-09-18 18:26:41 -05:00
Defent
24229856af Update README.md 2015-09-18 12:43:04 +02:00
eraser1
afb4833a65 Fixes + Tweaks + Features
#### September 13, 2015 (11:45 PM CST-America):
* NEW CONFIG VALUES: DMS_MaxAIDistance and DMS_AIDistanceCheckFrequency
* You can now use the above config values to kill AI that flee from
their spawn position. Only "Soldier" AI will be killed.
* Removed "O_HMG_01_F" from AI Static Weapons. AI were pretty useless on
it... unless the AI were facing the right direction.
* Reduced AI count and removed the "playerNear" parameter from
testmission for easier testing.
* NEW: When an AI vehicle gunner is killed, and the driver is still
alive, after a little delay, the driver is then switched to the gunner
seat. You should no longer have AI vehicles with a dead gunner that's
driving around aimlessly :) There is a 5-8 second delay to simulate
reaction time. Then the driver is ejected, then after 1.5 seconds the AI
is then forced into the  gunner seat.
* NOTE: The above feature only works when the AI is still local (not
offloaded). If the AI is offloaded, the AI is simply ejected and becomes
a foot soldier.
* AI assigned vehicles are destroyed when the crew is empty. Simulation
is also disabled on them.
* Reduced some of the "params" RPT spam, from DMS_fnc_SetGroupBehavior.
* Tweaked AI Vehicle spawning logic. The AI are initially assigned to a
temporary group and then behavior is set, then they join the assigned
group to prevent overriding behavior of other ground units.
* Non-persistent vehicles should now be fit properly to the terrain.
2015-09-16 22:37:17 -05:00