Commit Graph

35 Commits

Author SHA1 Message Date
DESKTOP-UH65DCE\MusTanG
f105490cca DynSim Toggle #2 Vehicles 2017-04-24 21:21:29 -05:00
eraser1
c6c4db9e02 It's been a while!
https://github.com/Defent/DMS_Exile/wiki/Changelog#february-23-2017-645-pm-cst-america
2017-02-23 18:50:14 -06:00
eraser1
e64b4cf5d6 Fix issue with looting AI 2016-09-05 11:12:39 -05:00
eraser1
beafa6d80e Exile Update + Other Fixes 2016-09-01 14:48:58 -05:00
eraser1
1766ed3040 I can make my title more than 50 characters if I want github screw you 2016-07-09 20:38:15 -05:00
eraser1
db16672811 a few minor things 2016-07-05 19:16:06 -05:00
eraser1
e36751add2 player respect will now be saved 2016-06-30 02:29:11 -05:00
eraser1
218d65b8a0 Fixes + micro-optimizations 2016-05-15 13:55:18 -05:00
eraser1
e3d11a0aa5 Initial Test Branch Commit
Lots of optimizations...
2016-05-06 22:44:48 -05:00
eraser1
610ab08c12 Fix 2016-04-15 09:28:59 -05:00
eraser1
fd94fb0bcc Release Candidate 2016-04-14 21:20:26 -05:00
eraser1
1e301e8cb6 Some more stuff 2016-03-31 17:54:56 -05:00
eraser1
7dcf806cb3 Stuff I've been working on... 2016-03-25 18:09:41 -05:00
eraser1
d435e6cf1a Initial Testing Commit 2016-03-01 00:34:55 -06:00
eraser1
e07bc27e3a Fixes and Features (UNTESTED)
Feel free to test :)
2016-02-07 14:24:35 -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
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
0544cfe9e7 Readme changes, new debug fnc, fixes, tweaks
Created disclaimer for DMS. Now mentioning that HC for DMS isn't that
good.
Some structure stuff in readme (let's see if it works lol)

* **NEW CONFIG VALUE: DMS_Use_Map_Config**
* You can now overwrite "main config values" with map-specific config
values located in the new "map_configs" folder. This should allow you to
use one DMS PBO if you have multiple servers with different maps.
Included examples for Altis, Bornholm, Esseker, and Tavi (Taviana).
* Because of the above implementation, DMS by default will not include
the salt flats blacklist for findSafePos. In addition, it is
preconfigured to the hilly terrains in Esseker and Taviana, as well as
reducing all of the blacklist distances due to the smaller map size in
Esseker.
* Created new function "DMS_fnc_DebugLog". All DMS files (that produced
debug logs) have been changed, including mission files. However,
updating them is not important (and completely pointless if you don't
even use DMS_DEBUG).
* Fixed a few locations where it said "sized" instead of "seized".
Thanks to [icomrade](https://github.com/icomrade) for pointing them out.
* DMS now utilizes the "ARMA_LOG" DLL (if it exists) by infiSTAR to
produce debug logs (if enabled). All debug logs now also include server
uptime (in seconds) and server FPS.
* The FSM no longer produces debug logs.
* AI Locality manager will now run every minute.
* Debug logs for "DMS_fnc_MissionsMonitor" will only output the mission
name and the position, instead of all of the parameters.
* "DMS_fnc_IsNearWater" will now check the provided position itself for
water.
* "DMS_fnc_IsValidPosition" will now do a surfaceNormal check within a 5
meter radius of the provided position as well.
* "_customGearSet" should now actually work for
"DMS_fnc_SpawnAISoldier", and the function title comment has been
updated for the slightly tweaked syntax.
2015-10-09 20:35:07 -05:00
eraser1
ed45b5d55c Major UI Improvements, Fixes, Improved readme
* **NEW CONFIG VALUES**:
|DMS_Show_Kill_Poptabs_Notification|
|DMS_Show_Kill_Respect_Notification|
|DMS_dynamicText_Duration|
|DMS_dynamicText_FadeTime|
|DMS_dynamicText_Title_Size|
|DMS_dynamicText_Title_Font|
|DMS_dynamicText_Message_Color|
|DMS_dynamicText_Message_Size|
|DMS_dynamicText_Message_Font|
|DMS_standardHint_Title_Size|
|DMS_standardHint_Title_Font|
|DMS_standardHint_Message_Color|
|DMS_standardHint_Message_Size|
|DMS_standardHint_Message_Font|
|DMS_textTiles_Duration|
|DMS_textTiles_FadeTime|
|DMS_textTiles_Title_Size|
|DMS_textTiles_Title_Font|
|DMS_textTiles_Message_Color|
|DMS_textTiles_Message_Size|
|DMS_textTiles_Message_Font|
* "DMS_PlayerNotificationTypes" has been adjusted to include
"systemChatRequest" and the brand new "textTilesRequest". **NOTE:** Due
to the way "text tiles" work, a player can only have one on his screen
at a time. As a result, if another text tile is created while the
mission message is up, the message will immediately disappear to display
the new text tile. Currently, the "Frag Messages" (the ones that say
"Player Kill  +100") use text tiles. I don't think it should be a major
issue (especially if you use "systemChatRequest", so the player can just
scroll up), but if I get reports of it being stupid, I will default to
"dynamicTextRequest", which should also look pretty damn nice.
* These changes should make it much easier for people to use DMS
notification functions for other purposes.
* Fixed AI waypoints - the AI should now properly circle the objective
at the proper radius.
* Tweaked "DMS_AI_WP_Radius_moderate" and "DMS_AI_WP_Radius_difficult"
(reduced the radii). Due to the AI pathing fix.
* Fixed a couple typos in "DMS_fnc_SpawnAISoldier". "_customGearSet"
should work now (although I'm fairly certain nobody uses it since nobody
ever complained :P )
* Improved "DMS_fnc_SpawnNonPersistentVehicle"; Vehicles should no
longer spawn jumbled up in most cases (like cardealer). Also, it's
updated to the latest Exile methods to ensure that vehicles have no
nightvision/thermal if configured to do so in Exile configs. Also added
the "MPKilled" EH used by Exile for non-persistent (persistent vehicles
already had it).
* You can now choose whether or not you want to display the poptabs or
respect kill messages when killing an AI with
"DMS_Show_Kill_Poptabs_Notification" and
"DMS_Show_Kill_Respect_Notification". Both are enabled by default.
* Fixed typos in the "OnKilled" EH (didn't really affect anything)
* Fixed cases when "currentMuzzle" would return a number. Thanks to
[azmodii](https://github.com/azmodii) for the reminder.
* Optimized the "AI share info" function in "OnKilled"
2015-10-08 19:16:48 -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
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
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
7f839a2623 AI Vehicles!
#### September 14, 2015 (11:00 PM CST-America):
* NEW CONFIG VALUES: DMS_AIVehCleanUpTime, DMS_MinWaterDepth,
DMS_Bandit_Vehicle_MoneyGain, DMS_Bandit_Vehicle_RepGain.
* Changed default value of DMS_Bandit_Static_MoneyGain to 75,
DMS_Bandit_Static_RepGain to 15.
* NEW FUNCTION: DMS_fnc_SpawnAIVehicle.
* You can now spawn AI in vehicles.
* Improved cleanup method for AI in static guns.
* Working on improving OnKilled EH for AI in vehicles.
* FindSafePos should no longer check for parameters if the corresponding
blacklist radius is set to 0.
2015-09-14 22:50:09 -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
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
bbedb1e607 Test pls 2015-09-09 21:05:46 -05:00
eraser1
819f295eba OnKilled Fixes + Update readme with SP3 link 2015-09-08 23:00:26 -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
eraser1
687bbfb798 Use config function definitions
Thanks for the tip Zupa!
2015-09-04 22:40:00 -05:00