Commit Graph

8 Commits

Author SHA1 Message Date
eraser1
05b89c93ca new stuff :D 2016-07-03 01:40:17 -05:00
eraser1
e0dc8c874d Release Candidate! 2016-06-06 22:47:15 -05:00
eraser1
e3d11a0aa5 Initial Test Branch Commit
Lots of optimizations...
2016-05-06 22:44:48 -05:00
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
30136c8f37 I know... it's been over a week... gimme a break
#### October 17, 2015 (2:30 PM CST-America):
* **NEW CONFIG VALUES**:

|DMS_TimeToFirstMission|
|DMS_ShowDifficultyColorLegend|
|DMS_TerritoryNearBlacklist|
|DMS_MinSurfaceNormal| (Used to be DMS_MaxSurfaceNormal, simply renamed)
|DMS_ai_launchers_per_group|
* **UPDATING ALL OF YOUR MISSION FILES IS HIGHLY RECOMMENDED UNLESS YOU
KNOW WHAT YOU'RE DOING**
* RENAMED "DMS_MaxSurfaceNormal" to "DMS_MinSurfaceNormal". I must have
been very tired when I named it...
* DMS_MinSurfaceNormal is now 0.9 by default, but will be 0.95 for Altis
and Bornholm (since they're relatively large/flat maps). Esseker is
still 0.85. If you want to convert DMS_MinSurfaceNormal to degrees, you
would take the arc-cosine of the surfaceNormal, and that will give you
the degrees from horizontal. For example, arccos(0.9) is about 25
degrees. Google: "arccos(0.9) in degrees"
* Tweaked and rebalanced "DMS_BanditMissionTypes". Most of the spawn
chances are the same, they're just reduced in order to prevent the
creation of arrays that are far larger than they need to be.
* You can now manually define how long it takes for the first mission to
spawn after a restart.
* DMS will now by default create markers on the bottom left of the map
to show which colors correspond to which difficulty. It isn't very
pretty, but it gets the point across.
* DMS will now manually calculate the center of the map and its radius,
if it isn't preconfigured by DMS.
* You can now specify the vehicles to spawn for missions: "bandits",
"cardealer", "construction", "donthasslethehoff", and "thieves".
* You can now specify the spawning location of any mission (and whether
or not to use an alternative location if the provided location is
invalid). This will allow for easy integration of DMS into admin tools.
* Added support for scripts to be executed on mission completion or
mission failure (this will allow you to have "multi-part" missions,
where you would simply spawn the next part of the mission if the
previous is completed).
* Restructured DMS_DEBUG from the previous patch in favor of a more
"optimized" method.
* DMS_fnc_findSafePos is completely overhauled; DMS no longer uses
"BIS_fnc_findSafePos". It also now throttles minSurfaceNormal on
repeated failure. You can now determine whether or not the mission
should spawn on water (however, I don't suggest you use this function
for water spawns yet).
* You can also now define a minimum distance from other territories for
missions.
* DMS_fnc_IsValidPosition will now check for water depth if the provided
position is meant to be checked as a "water spawn". It will now also
check for nearby missions from A3XAI or VEMF (untested).
* DMS_fnc_IsValidPosition now checks whether or not the position is
outside of the map borders.
* DMS_fnc_SelectOffsetPos will now return the 3rd element of the
provided position as-is.
* You can now have multiple AI within a group with a launcher.
* AI now have a 5-second godmode after spawning.
* You can now spawn a crate using ASL pos. DMS_fnc_SpawnCrate will also
make sure that the provided classname is valid.
* Just like SpawnCrate, "DMS_fnc_SpawnNonPersistentVehicle" and
"DMS_fnc_SpawnPersistentVehicle" will now make sure that the provided
classname is valid.
* "DMS_fnc_SpawnPersistentVehicle" now supports ASL spawning.
* Added support for [Rod Serling's](https://github.com/Rod-Serling) AVS.
* General optimization.
2015-10-17 14:39:07 -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
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
687bbfb798 Use config function definitions
Thanks for the tip Zupa!
2015-09-04 22:40:00 -05:00