Launchers should now spawn on AI if you set the config value to true and
set the spawn percentage correctly.
Launchers will always spawn if you define it in the AI type
!!!!!
NOTE: The behavior of commands "gunner" and "driver" are not extensively
documented on the wiki. I'm not sure if respect/money increase will work
properly for kills from vehicles! I need to test these commands later
!!!!!
Cleaned up obsolete/already created functions from preInit
Created config values "DMS_BanditMoneyGainOnKill" and
"DMS_BanditRepGainOnKill" and "DMS_RemoveNVG"
OnKilled should now give respect and pop tabs to clients (if configured
to do so).
It should also give the onscreen popup for kills for respect and update
the values on the client (as well as updating the corresponding stats on
the server and database)
Use "MPKilled" EH instead of "Killed" for potential issues with
offloading.
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
Spent a shitton of time setting up SpawnAISoldier.
Highly configurable, with the option of using a custom config.
I will set up the "private" var line, as well as some debug info later.
Increased magazine count for guns spawned in crates
Added configurable distance to when cleanup will be aborted for an
object with a player nearby.
Created TargetsKilled function
Rewrite BroadCastMissionStatus (the function was doing the same thing
for each switch case except one, so I just put that in a select
statement)
Created function information for CleanUp.
CleanUp was using "_this" instead of "_x"
Created more/better debug info for CleanUp
Changed calling parameters for FillCrate.
Increased robustness of FillCrate.
Made FillCrate prettier
Created function information for FindSafePos
Created function information for IsPlayerNearByARRAY (deprecated)
Tweaks to MissionStatusCheck:
Created debug log for empty "DMS_Mission_Arr"
Fixed placement of index increase (otherwise deleteAt would remove
incorrect element if it existed)
Created MissionSuccessState
Created logs for RemoveMarkers
Created function information for RemoveMarkers + made it prettier
Created function information for SelectMagazine
Created TargetsKilled
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)
Renamed preInit/postInit
All config.sqf options setup and named (for now :P )
Removed "tools" from FillCrate since it was just addItemCargoGlobal as
well
FindSafePos adjustments + renames
IsNearWater function (from WAI)
Add "_markers" array to MissionStatusCheck params (planned implemention:
[_dot,_circle] for the ability to rename a marker after mission
completion. EG: "COMPLETED: Weapons Crate" for X seconds)
Created SelectMagazine fnc
Created files for a couple TODO functions
***!!!THIS COMMIT WILL NOT WORK. DO NOT BOTHER COMPILING IT. THIS IS
SIMPLY A "SAVE POINT"!!!***
I copied a lot of WAI stuff (specifically the config.sqf) as a template
for the desired levels of customization that I want in the end.
Created a couple unique DMS config values w/ comments (all variables
prefixed with DMS_ in config.sqf)
Created BroadCastMissionStatus (with a variety of options)
Edited cleanup.sqf to take ARRAY params. It also won't clean up objects
if there is a player within 20m of it (I will probably improve/replace
the function later)
Replaced original crate function with WAI (because of customizability.
Will probably rewrite using BIS_fnc_param)
Fixed the PBOPREFIX
MissionStatusCheck is set up the way I want it, with all functions it
uses ready as well.
Made Exile and exile_server_config a necessary addon.
Created preInit for compiling code (postInit simply launches it now)
All functions added/changed so far have debug reports (if
DMS_DEBUG=true)