Commit Graph

16 Commits

Author SHA1 Message Date
eraser1
e0dc8c874d Release Candidate! 2016-06-06 22:47:15 -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
eraser1
218d65b8a0 Fixes + micro-optimizations 2016-05-15 13:55:18 -05:00
second_coming
04d263fb8c SC submit v1 2016-05-12 12:29:02 +01:00
eraser1
e3d11a0aa5 Initial Test Branch Commit
Lots of optimizations...
2016-05-06 22:44:48 -05:00
eraser1
fd94fb0bcc Release Candidate 2016-04-14 21:20:26 -05:00
eraser1
a3a8f1be6c Merge pull request #35 from donkeypunchepoch/master
Fix #1 - DS
2016-02-19 17:31:48 -06:00
DonkeyPunchINFO
e21427f58d Fix #1 - DS
Fixed missed variable change.
2016-02-19 00:39:00 -06:00
eraser1
9d0ec9cffe Some cool new stuff :D 2016-02-17 17:58:05 -06:00
DonkeyPunchINFO
d80c6756b1 Upgrades pending approval
Added in settings for HERO and Survivor AI with appropriate Variables
based off Bandit AI. Added in AI Kill 2 DB settings and code. Added in
Compatibility for Rank Changes with GR8 Humanity script(not dependant
upon for use of these updates).
2016-02-17 02:11:17 -06:00
eraser1
e07bc27e3a Fixes and Features (UNTESTED)
Feel free to test :)
2016-02-07 14:24:35 -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
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
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