Commit Graph

56 Commits

Author SHA1 Message Date
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
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
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
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
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
eraser1
7f839a2623 AI Vehicles!
#### September 14, 2015 (11:00 PM CST-America):
* NEW CONFIG VALUES: DMS_AIVehCleanUpTime, DMS_MinWaterDepth,
DMS_Bandit_Vehicle_MoneyGain, DMS_Bandit_Vehicle_RepGain.
* Changed default value of DMS_Bandit_Static_MoneyGain to 75,
DMS_Bandit_Static_RepGain to 15.
* NEW FUNCTION: DMS_fnc_SpawnAIVehicle.
* You can now spawn AI in vehicles.
* Improved cleanup method for AI in static guns.
* Working on improving OnKilled EH for AI in vehicles.
* FindSafePos should no longer check for parameters if the corresponding
blacklist radius is set to 0.
2015-09-14 22:50:09 -05:00
eraser1
af225038af Update! 2015-09-13 01:15:21 -05:00
eraser1
2650157577 Bunch of stuff...
* NEW CONFIG VALUES: ```DMS_GodmodeCrates``` and
```DMS_CrateCase_Sniper```. DMS_GodmodeCrates is pretty self-explanatory
:P
* NEW FEATURE FOR "DMS_fnc_FillCrate": You can now define "crate cases"
in the config (such as "DMS_CrateCase_Sniper"). Passing the "crate case"
name (such as "Sniper") will make the crate spawn with the exact gear
defined in the config. Refer to the testmission.sqf (line 80) and
"DMS_CrateCase_Sniper" config for an example.
* Spawned vehicles will now be LOCKED and INVINCIBLE until the mission
is completed.
* Spawned vehicles spawn with 100% fuel.
* "Fixed" some cases where killing from a mounted gun would reset your
money/respect (maybe).
* Fixed some spelling errors and incorrect names in some of the mission
messages/markers.
* Fixed DMS_fnc_FindSafePos for Bornholm. If you have any issues with
custom maps, please let us know.
* Fixed backpack spawning on the ground behind an AI unit that was
supposed to get a launcher.
2015-09-11 20:21:58 -05:00
eraser1
e8eedfa538 More features, fixes, tweaks
* NEW CONFIG VALUES: ```DMS_MarkerPosRandomization```,
```DMS_MarkerPosRandomRadius```, and ```DMS_RandomMarkerBrush```
* With the above configs, you can randomize the marker positions in a
random position around the actual mission center.
* You can also "force" DMS_fnc_CreateMarker to randomize (or not
randomize) the marker position with optional boolean parameter of index
3.
* Changed the default (non-randomized) circle marker "brush". It should
be a solid circle.
* Created new functions ```DMS_fnc_SelectOffsetPos``` and
```DMS_fnc_SelectRandomVal```
* Adjusted a couple functions to use them.
* Fixed ```DMS_fnc_IsNearWater```.
2015-09-10 17:48:56 -05:00
eraser1
cef97be244 Couple fixes + New version release 2015-09-09 22:01:26 -05:00
eraser1
b416a3beab Another static AI... 2015-09-09 21:38:25 -05:00
eraser1
e1f2a3a1d9 no more hidden static AI (maybe) 2015-09-09 21:37:08 -05:00
eraser1
8c7606d67a Forgot to create a mission + debugging 2015-09-09 21:11:04 -05:00
Defent
6437ce090e Update lost_battalion.sqf 2015-09-06 19:35:15 +02:00
Defent
231a7699f4 random is not a thing. 2015-09-06 19:35:00 +02:00
Defent
36d9012987 New missions.
Things.
2015-09-06 19:11:00 +02:00
eraser1
687bbfb798 Use config function definitions
Thanks for the tip Zupa!
2015-09-04 22:40:00 -05:00
eraser1
b83a9e6746 Improve Crate Mechanics
You can now have multiple crates in a mission (or none at all!).

Keep in mind that this changes the way you define your crates and their
loot values
2015-09-04 20:28:05 -05:00
eraser1
ea28d73468 Replace count w/ forEach 2015-09-04 11:35:19 -05:00
eraser1
158bb3bd79 Cleanup fix + PBO with latest stuff 2015-09-02 00:32:13 -05:00
eraser1
d423659746 Declare the _wreck in _missionObjs correctly 2015-09-02 00:31:04 -05:00
eraser1
0df7a01ad5 Good catch zupa 2015-09-01 17:33:59 -05:00
Defent
8483ca60eb Update
Added 3 new missions.
Added ownership transfer of AI.
2015-09-01 18:59:43 +02:00
eraser1
1fa461da5b Missions are now slightly different 2015-08-31 15:45:47 -05:00
eraser1
10f20aa270 Crate Smoke/IR 2015-08-31 15:45:46 -05:00
eraser1
d3f3084d4b Fixed? 2015-08-31 14:55:50 -05:00
eraser1
96bb053267 github pls
Conflicts:
	@ExileServer/addons/a3_dms/DMS_init.sqf
	@ExileServer/addons/a3_dms/crates/DMS_CreateBox.sqf
	@ExileServer/addons/a3_dms/missions/MM1.sqf
	@ExileServer/addons/a3_dms/missions/MM10.sqf
	@ExileServer/addons/a3_dms/missions/MM2.sqf
	@ExileServer/addons/a3_dms/missions/MM3.sqf
	@ExileServer/addons/a3_dms/missions/MM4.sqf
	@ExileServer/addons/a3_dms/missions/MM5.sqf
	@ExileServer/addons/a3_dms/missions/MM6.sqf
	@ExileServer/addons/a3_dms/missions/MM7.sqf
	@ExileServer/addons/a3_dms/missions/MM8.sqf
	@ExileServer/addons/a3_dms/missions/MM9.sqf
	@ExileServer/addons/a3_dms/scripts/DMS_CreateMarker.sqf
	@ExileServer/addons/a3_dms/scripts/DMS_cleanup.sqf
	@ExileServer/addons/a3_dms/scripts/DMS_findSafePos.sqf
	@ExileServer/addons/a3_dms/scripts/DMS_fnc_nearbyPlayers.sqf
	@ExileServer/addons/a3_dms/scripts/DMS_selectMission.sqf
	@ExileServer/addons/a3_dms/scripts/DMS_spawnAI.sqf
	Pre-Packed PBO/a3_dms.pbo
	README.md
2015-08-31 14:46:28 -05:00
eraser1
6c24c3f473 diversification of difficulties (colors) 2015-08-31 13:31:06 -05:00
eraser1
b2a1e634e1 Fixes + Tweaks 2015-08-31 03:04:07 -05:00
eraser1
a4144c7c07 More Fixes!
FSM should now call all of the functions...

Fixed debug messages for selectmission

Added recursive call for cleanup for typeName ARRAY arguments

Fixed parsing for FillCrate

Fixed script errors and removed some RPT spam from missionsmonitor

Allow groups for missionsuccesstate

Removed debug log for converting data type into array for TargetsKilled
2015-08-31 02:52:46 -05:00
eraser1
6e3a9b8615 More fixes + SpawnCrate
Created function SpawnCrate

Updated missions to use DMS_SpawnCrate

Fix (I think) issue with _side being passed to onkilled

updated test PBO
2015-08-31 01:08:30 -05:00
eraser1
641d40c157 DMSv1 is Live :D
Still a few things left to do but... the system works! ;)
2015-08-30 23:51:06 -05:00
eraser1
287508e6cb Oops
More mistakes :P
2015-08-30 22:22:15 -05:00
eraser1
0c4e56f697 First mission(s)! 2015-08-30 21:42:02 -05:00
eraser1
02696c3406 Tweaks + More Configs + Fix
You can now give AI general gear items (like food/drink/meds) per class

Removed old mission files

Added debug logging to AddMissionToMonitor

I accidentally switched _markerDot and markerXtime variables in debug
logging for removemarkers
2015-08-29 20:30:56 -05:00
eraser1
15429d5712 Tweaks + New Functions
Move mission variable initialization to mission_init

Create mission_init

Create selectMission

Add "_missionSide" to missionstatuscheck params ("bandit" or "hero".
Only "bandit" functionality currently)
2015-08-28 20:48:18 -05:00
eraser1
13eef51a31 Progress
Created FindSafePos

Initialize DMS_MissionCount

Config will be loaded in preInit now

Renamed skills and random skill array

Removed mission_init (we will be using FSM instead)
2015-08-28 14:14:59 -05:00
Defent
346d3b9cdd Update MM9.sqf 2015-08-28 14:31:10 +02:00
Defent
7fe6e04c7b Update MM8.sqf 2015-08-28 14:29:59 +02:00
Defent
a5e356d777 Update MM7.sqf 2015-08-28 14:28:34 +02:00
Defent
e315888c30 Update MM6.sqf 2015-08-28 14:27:27 +02:00
Defent
9d78538622 Update MM6.sqf 2015-08-28 14:27:12 +02:00
Defent
5b29dfdc52 Update MM5.sqf 2015-08-28 14:26:08 +02:00
Defent
c62de049c8 Update MM4.sqf 2015-08-28 14:25:20 +02:00
Defent
5daf54c821 Update MM3.sqf 2015-08-28 14:24:40 +02:00
Defent
1b02ddf77d Fix'd 2015-08-28 14:24:31 +02:00
Defent
cb98561943 Fix'd 2015-08-28 14:23:34 +02:00
Defent
6a69947cfc Fix'd 2015-08-28 14:22:46 +02:00
Defent
6797b9d70e Fixed missions 2015-08-28 14:21:25 +02:00
eraser1
8386773993 Couple functions "added" + Tweaks
Add the DMS_MissionStatusCheck loop only if DMS_DynamicMission is being
used

Insert base function for findSafePos

Create a couple files to be used later
2015-08-28 01:04:50 -05:00