Commit Graph

53 Commits

Author SHA1 Message Date
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
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
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
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
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
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
395a1d2ba7 forgot PBO 2015-09-14 22:50:28 -05:00
eraser1
86a4ad9b77 Minor Update for today... 2015-09-13 23:52:02 -05:00
eraser1
af225038af Update! 2015-09-13 01:15:21 -05:00
eraser1
401f09ada2 whoops, incorrect worldName for Tavi 2015-09-12 10:05:17 -05:00
eraser1
5bd94110c8 Taviana 2015-09-12 10:02:44 -05:00
eraser1
c9cda8d96b Whoops
Accidentally used diameter as radius
2015-09-12 03:08:53 -05:00
eraser1
38eb14cce4 Esseker _safePosParams 2015-09-12 01:34:03 -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
33e70014c9 Forgot PBO 2015-09-08 23:03:10 -05:00
eraser1
31890b0015 Bodies should clear if configured to do so
It was a silly mistake
2015-09-07 19:13:50 -05:00
Defent
c03fda44be Fix. 2015-09-06 19:36:28 +02:00
Defent
29bb324d67 Fix
asd
2015-09-06 19:22:01 +02:00
Defent
8c0dc0ec36 Opsies
asd
2015-09-06 19:22:00 +02:00
Defent
8e58b6b49a Updated 2015-09-06 19:14:25 +02:00
eraser1
baff70830d I am stupid 2015-09-05 01:04:49 -05:00
eraser1
600f3445e4 Update + PBO 2015-09-05 01:03:20 -05:00
eraser1
07397343fa Update README+PBO+DMS version 2015-09-04 23:20:04 -05:00
eraser1
50a483684f PBO 2015-09-04 11:45:16 -05:00
eraser1
909ebf9761 github damnit 2015-09-02 13:01:46 -05:00
eraser1
158bb3bd79 Cleanup fix + PBO with latest stuff 2015-09-02 00:32:13 -05:00
eraser1
39ab0d1124 Fix FindSuppressor + Update stable PBO 2015-09-01 19:15:42 -05:00
Defent
e092ab2ae5 Fixed
asd
2015-09-01 22:38:58 +02:00
Defent
dfcc8b4150 Updated, works.
We will push another update soon with some other, more convinient fixes!
2015-09-01 21:53:28 +02:00
Defent
a3d7ef0a00 asd
asd
2015-09-01 21:20:15 +02:00
Defent
8483ca60eb Update
Added 3 new missions.
Added ownership transfer of AI.
2015-09-01 18:59:43 +02:00
eraser1
275eb00584 Update PBO 2015-09-01 01:27:37 -05:00
eraser1
06f818d1c0 Oops
Forgot to do _x params instead of implied _this params

Forgot to add groups to allowed types in cleanup manager

Updated pre-packed PBO with latest fixes
2015-08-31 20:24:13 -05:00
eraser1
9f88195a51 whoops
Use this PBO instead :P
2015-08-31 16:54:17 -05:00
eraser1
e036b3a938 PBOs
Removed test PBO. You should be able to test it yourself if you need to
:P
2015-08-31 16:53:26 -05:00
Defent
baf183b42c Fixd
asd
2015-08-31 23:00:17 +02:00
Defent
eec12903cc Fixed things
FSM now loops mission status check every 15 seconds. Cleanup every 5
mins and mission start every 1 min.

Also added PBO prefixes.
2015-08-31 22:43:55 +02:00
eraser1
2ac62bb41b Update preinit todo and PBOs 2015-08-31 03:10:18 -05:00
eraser1
7321d21759 Test PBO 2015-08-31 01:23:52 -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
a883bff0c0 Test PBO 2015-08-31 00:17:14 -05:00
eraser1
eb5045bdcb Pre-packed PBO
and another debug log
2015-08-30 23:53:18 -05:00