Commit Graph

16 Commits

Author SHA1 Message Date
eraser1
beafa6d80e Exile Update + Other Fixes 2016-09-01 14:48:58 -05:00
eraser1
9060d8644c Minor Update
Some tweaks
Update inaccurate function description, and outdated usage
2016-07-26 21:10:32 -05:00
eraser1
6580e6dc9a Fixing a couple of oopsies 2016-07-16 00:16:17 -05:00
eraser1
db16672811 a few minor things 2016-07-05 19:16:06 -05:00
eraser1
05b89c93ca new stuff :D 2016-07-03 01:40:17 -05:00
second_coming
456c6f84e8 Occupation mission - added Tanoa config 2016-06-16 11:50:11 +01:00
eraser1
146ad20edc Derp 2016-05-16 10:55:43 -05:00
eraser1
cd744e3759 Resolve conflicts, fix typos, optimize Occupation
# Conflicts:
#	@ExileServer/addons/a3_dms/config.cpp
2016-05-15 14:15:03 -05:00
second_coming
04d263fb8c SC submit v1 2016-05-12 12:29:02 +01:00
eraser1
fd94fb0bcc Release Candidate 2016-04-14 21:20:26 -05:00
eraser1
d435e6cf1a Initial Testing Commit 2016-03-01 00:34:55 -06:00
eraser1
c13d751047 Release Candidate 2016-01-06 18:38:55 -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
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
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