Commit Graph

306 Commits

Author SHA1 Message Date
eraser1
72f0469297 Upload M3E Project Files 2015-11-01 12:27:37 -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* Fixed a couple of outdated/inaccurate function documentation comments.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
eraser1
cc6906cc2c Oops
quick fix
2015-10-29 20:25:07 -05:00
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
c0cf7fce84 derp 2015-10-08 19:27:33 -05:00
eraser1
aae13d7451 Whoops
Forgot a something + readme formatting
2015-10-08 19:26:27 -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
829943bf65 mI gramur Iz gUd (new mission, function, and features)
* **NEW CONFIG VALUES**:

|DMS_MarkerText_ShowMissionPrefix|
|DMS_MarkerText_MissionPrefix|
|DMS_MarkerText_ShowAICount|
|DMS_MarkerText_AIName|
* New function: DMS_fnc_SpawnPersistentVehicle. It will spawn
inaccessible vehicles by default and convert VALID pincode inputs to the
proper format.
* New mission: "Car Thieves" (thieves.sqf). It uses the new
DMS_fnc_SpawnPersistentVehicle. When the mission is completed
successfully, the code is displayed in the completion message.
* You can now add a "prefix" to the marker text of each mission.
* You can now display the number of remaining AI in the marker text (it
should update about every 15 seconds).
* Rearranged the missions in the config to look prettier. Don't judge.
* Added the "Zamak", "Tempest", and "HEMMT" to "DMS_TransportTrucks"
array. Removed "Exile_Car_Van_Black"
* "dynamicTextRequest" messages will now appear at the top of the
screen, so it shouldn't distract/block stuff in focus.
* Fixed some spelling, improved some grammar (will require mission
updates, it's really minor though).
2015-10-04 22:27:22 -05:00
eraser1
8562289765 Some more required changes... sorry
* **You must update all of your mission files; the mission message
system as well as the calling parameters for DMS_fnc_FindSafePos have
been overhauled and will be incompatible with previous versions.**
* NEW CONFIG VALUES:

|DMS_ThrottleBlacklists|
|DMS_AttemptsUntilThrottle|
|DMS_ThrottleCoefficient|
|DMS_MinThrottledDistance|
* Decreased
"DMS_TraderZoneNearBlacklist","DMS_MissionNearBlacklist","DMS_WaterNearBlacklist"
* Changed "DMS_dynamicText_Color" to "#FFFFFF" (white)
* Replaced weapon classes in "DMS_CrateCase_Sniper" to the base classes;
all attachments should now spawn in the box separately.
* New function DMS_fnc_IsValidPosition (uses logic that was previously
from "DMS_fnc_FindSafePos").
* You can now manually define every individual parameter for
DMS_fnc_findSafePos per-mission, instead of using global parameters.
* AI will now be offloaded to an HC even with "DMS_ai_offload_to_client"
set to false.
* All of the previously "supported" values for
"DMS_PlayerNotificationTypes" are now PROPERLY supported.
DMS_PlayerNotificationTypes is now set to default "dynamicTextRequest"
and "systemChatRequest".
* Tweaked "cardealer" mission, the cars should no longer spawn inside of
each other.
2015-10-03 22:32:42 -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
01f04a0d96 Coming soon 2015-09-29 16:48:56 -05:00
Vishpala
2de8773861 Fix Variable Error for RS_VLS Call 2015-09-28 09:53:57 -07:00
eraser1
cec27d7d35 Logic improvement, forgot a couple things in readme
* Improved DMS_fnc_FindSafePos when checking for nearby missions - it
should now use the proper mission location (if it was given correctly in
the parameters for DMS_fnc_CreateMarker) instead of the marker position,
which could be offset. Thanks to [Rod
Serling](https://github.com/Rod-Serling) for complaining about this
"issue" :P

Forgot a couple things for the previous patch notes
2015-09-25 23:19:00 -05:00
eraser1
fdee4e4527 Relatively minor tweaks today
* NEW CONFIG VALUES:
DMS_SpawnMineWarningSigns
DMS_BulletProofMines
* You can now manually define the rare loot chance per crate.
* You can now define the mine amount and radius directly from the call
for DMS_fnc_SpawnMinefield.
2015-09-25 19:28:04 -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
7a074042b1 Important restructuring, minor fix(es)
* CONFIG VALUES: Changed "DMS_MissionTypes" to "DMS_BanditMissionTypes"
* Renamed some variables to "future-proof" them
* Placed all current missions under "bandit" subfolder to for easier
future integration.
* Created function "DMS_fnc_SpawnBanditMission" to handle bandit mission
spawning (makes it easier to spawn missions via admin console).
* Attached vehicle eventhandlers to DMS-spawned non-persistent vehicles.
* Fixed the "lock" option appearing on DMS-spawned vehicles.
2015-09-20 23:42:33 -05:00
eraser1
37ae9e2a05 bleh 2015-09-20 15:30:21 -05:00
eraser1
d4733a5559 Fixes + Idiot-proofing + New Function
* NEW CONFIG VALUE: "DMS_MaxSurfaceNormal"
* The above config value now determines the maximum incline that a
mission can spawn on. Default value is 0.95, which should be
sufficiently flat.
* Added some grouping explanations in mission config settings.
* Added check for A3XAI for the lovely
["Face"/"dayzai"](https://github.com/dayzai)
* Added ability for people to use a static export from M3Editor. DMS
will then calculate the relative position, and spawn it at the mission.
Example provided in testmission.sqf.
* Fixed an issue with DMS_fnc_TargetsKilled always returning false.
2015-09-20 15:26:08 -05:00
eraser1
44955afb0c Tweaks + Minor Additions
* NEW CONFIG VALUE: "DMS_ai_offload_Only_DMS_AI"
* You can use "DMS_ai_offload_Only_DMS_AI" to offload only AI spawned by
DMS. This should resolve any issues with other mission systems from DMS.
* Increased "DMS_playerNearRadius" from 75 meters to 100 meters.
* You can now define "absolute" mission conditions. If this mission
condition is met, it immediately counts the mission as completed. Add
"true" after the completion argument to turn it into an "absolute" win
condition.
* Added compatibility with RS_VLS by [Rod
Serling](https://github.com/Rod-Serling).
2015-09-20 00:37:13 -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
6cc02bfb89 Better Esseker params, DMS_DEBUG explanation 2015-09-13 19:50:34 -05:00
eraser1
af225038af Update! 2015-09-13 01:15:21 -05:00
eraser1
401f09ada2 whoops, incorrect worldName for Tavi 2015-09-12 10:05:17 -05:00
eraser1
5bd94110c8 Taviana 2015-09-12 10:02:44 -05:00
eraser1
c9cda8d96b Whoops
Accidentally used diameter as radius
2015-09-12 03:08:53 -05:00
eraser1
38eb14cce4 Esseker _safePosParams 2015-09-12 01:34:03 -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
e8eedfa538 More features, fixes, tweaks
* NEW CONFIG VALUES: ```DMS_MarkerPosRandomization```,
```DMS_MarkerPosRandomRadius```, and ```DMS_RandomMarkerBrush```
* With the above configs, you can randomize the marker positions in a
random position around the actual mission center.
* You can also "force" DMS_fnc_CreateMarker to randomize (or not
randomize) the marker position with optional boolean parameter of index
3.
* Changed the default (non-randomized) circle marker "brush". It should
be a solid circle.
* Created new functions ```DMS_fnc_SelectOffsetPos``` and
```DMS_fnc_SelectRandomVal```
* Adjusted a couple functions to use them.
* Fixed ```DMS_fnc_IsNearWater```.
2015-09-10 17:48:56 -05:00
eraser1
6cc2f1451b Forgot to rename a couple things :P 2015-09-10 12:44:17 -05:00
eraser1
5eaec94379 That's done :) 2015-09-09 22:10:37 -05:00
eraser1
cef97be244 Couple fixes + New version release 2015-09-09 22:01:26 -05:00
eraser1
b416a3beab Another static AI... 2015-09-09 21:38:25 -05:00
eraser1
e1f2a3a1d9 no more hidden static AI (maybe) 2015-09-09 21:37:08 -05:00
eraser1
302ec97174 Stupid me + add private vars 2015-09-09 21:18:30 -05:00
eraser1
8c7606d67a Forgot to create a mission + debugging 2015-09-09 21:11:04 -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
da72ab9c23 Fix mission name 2015-09-08 21:45:48 -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
Defent
6437ce090e Update lost_battalion.sqf 2015-09-06 19:35:15 +02:00
Defent
231a7699f4 random is not a thing. 2015-09-06 19:35:00 +02:00
Defent
5705bb2038 Oops 2015-09-06 19:19:44 +02:00
Defent
b6aa7d27b7 Updated.
You can have sideChatRequest enabled but it's gonna mess up with the formatted text from the HINT. 

Added the new missions to spawn list. The number after the mission name regulates the spawn chance.
2015-09-06 19:13:28 +02:00
Defent
49cb1d3e09 Merge branch 'master' of https://github.com/Defent/DMS_Exile 2015-09-06 19:11:07 +02:00
Defent
36d9012987 New missions.
Things.
2015-09-06 19:11:00 +02:00
Patrick L.
80e0fac9fa Update fn_SetGroupBehavior.sqf 2015-09-06 04:48:04 +02:00
eraser1
baff70830d I am stupid 2015-09-05 01:04:49 -05:00
eraser1
600f3445e4 Update + PBO 2015-09-05 01:03:20 -05:00
eraser1
07397343fa Update README+PBO+DMS version 2015-09-04 23:20:04 -05:00
eraser1
efc7035c55 Merge pull request #15 from Defent/restructuring
Restructuring
2015-09-04 23:04:10 -05:00
eraser1
05679cdda2 Increased default dynamicText Size
No, it doesn't work yet...
2015-09-04 23:02:51 -05:00
eraser1
a29824e371 Fixed binocs/rangefinder BS on AI 2015-09-04 22:59:27 -05:00
eraser1
687bbfb798 Use config function definitions
Thanks for the tip Zupa!
2015-09-04 22:40:00 -05:00
eraser1
bc2a2ead33 Decreased default amount of Money/Rep gain 2015-09-04 22:32:43 -05:00
eraser1
00744a2d48 switch-do is case sensitive 2015-09-04 20:28:24 -05:00
eraser1
b83a9e6746 Improve Crate Mechanics
You can now have multiple crates in a mission (or none at all!).

Keep in mind that this changes the way you define your crates and their
loot values
2015-09-04 20:28:05 -05:00
eraser1
c7f09f7a68 oops 2015-09-04 18:42:22 -05:00
eraser1
50a483684f PBO 2015-09-04 11:45:16 -05:00
eraser1
0830b05a78 Hotfix until I can properly test killing from vehs 2015-09-04 11:43:08 -05:00
eraser1
051450f010 Performance 2015-09-04 11:42:53 -05:00
eraser1
ea28d73468 Replace count w/ forEach 2015-09-04 11:35:19 -05:00
eraser1
6e627cf355 FindSuppressor Improvements
Fixed classname for 7.62 suppressor

Using fancy shmancy switch-do now
2015-09-04 11:12:56 -05:00
eraser1
46af5cf997 Maybe addPVEH needs to be scheduled... 2015-09-03 01:44:56 -05:00
eraser1
f2d797e172 Maybe this will do it? 2015-09-02 22:30:34 -05:00
eraser1
8c4e0ff297 HC Logging + Fix?
Test please :)
2015-09-02 13:01:39 -05:00
eraser1
aaec1239fc Whoops 2015-09-02 12:18:48 -05:00
eraser1
3934384ce9 Compatibility for HC? 2015-09-02 12:16:22 -05:00
eraser1
4fef19a66c report 2015-09-02 12:01:33 -05:00
eraser1
e9422d902a Add blacklist for salt flats in findsafepos 2015-09-02 11:57:39 -05:00
eraser1
158bb3bd79 Cleanup fix + PBO with latest stuff 2015-09-02 00:32:13 -05:00
eraser1
d423659746 Declare the _wreck in _missionObjs correctly 2015-09-02 00:31:04 -05:00
eraser1
997f94d3ac Update README, re-add example 2015-09-02 00:18:26 -05:00
eraser1
3760bc9826 Tweaks to Zupa's "SpawnNonPersistentVehicle" and comments
Used function "params" to parse input.

Decrease the initial "maxDistance"

Added debug log for the function

Improved explanation of a couple of configs
2015-09-01 19:43:17 -05:00
eraser1
26ded8908c Not needed there 2015-09-01 19:18:45 -05:00
eraser1
39ab0d1124 Fix FindSuppressor + Update stable PBO 2015-09-01 19:15:42 -05:00
eraser1
f9ba1c8461 Github T_T
Also decreased default minimum FPS requirements
2015-09-01 18:27:30 -05:00
eraser1
a6db45a673 Merge branch 'master' of https://github.com/Defent/DMS_Exile
Conflicts:
	@ExileServer/addons/a3_dms/fn_DMS_preInit.sqf
2015-09-01 18:26:18 -05:00
eraser1
6c9a12cd56 Better locality management 2015-09-01 18:23:32 -05:00
eraser1
7f6178c811 Increase AI mag count
Because they won't refill ammo when offloaded
2015-09-01 18:22:41 -05:00
eraser1
530ed61fd5 clarify 2015-09-01 17:37:29 -05:00
eraser1
0df7a01ad5 Good catch zupa 2015-09-01 17:33:59 -05:00
Zupa
f63eda8e87 Spawns a non persistence vehicle in the closest open spot &Added example 2015-09-01 23:29:46 +02:00
Zupa
eeb6ad0903 Spawns a non persistence vehicle in the closest open spot. 2015-09-01 23:24:15 +02:00
Defent
e092ab2ae5 Fixed
asd
2015-09-01 22:38:58 +02:00
Defent
dfcc8b4150 Updated, works.
We will push another update soon with some other, more convinient fixes!
2015-09-01 21:53:28 +02:00
Defent
2b2e054fb6 Updated
Fix
2015-09-01 21:33:28 +02:00
Defent
298addd07f Merge branch 'master' of https://github.com/Defent/DMS_Exile 2015-09-01 21:17:12 +02:00
Defent
48ecb643d0 Fixed
Fixed
2015-09-01 21:15:34 +02:00
Defent
6fa2243bf5 Update SpawnAIGroup.sqf 2015-09-01 19:31:51 +02:00
Defent
d9477a6f2c Fixd
Test
2015-09-01 19:31:04 +02:00
Defent
4a69cb4bc7 Updated Locality
Added AI locality check to FSM instead.
2015-09-01 19:28:14 +02:00
eraser1
3d368dd3b4 No suppressor for zafir 2015-09-01 12:17:32 -05:00
eraser1
c4ffd25836 Whoops
Fixed a silly mistake
2015-09-01 12:15:49 -05:00
Defent
8483ca60eb Update
Added 3 new missions.
Added ownership transfer of AI.
2015-09-01 18:59:43 +02:00
eraser1
9af7f3f0ea Add percentage chance to clear AI bodies 2015-09-01 11:30:58 -05:00
eraser1
f28280cb80 Whoops #2
Wrong order :P
2015-09-01 01:26:28 -05:00
eraser1
ac8166c008 Whoops
messed up previous commit
2015-09-01 01:25:14 -05:00
eraser1
dae2d2a54f Fix launchers
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
2015-09-01 01:24:42 -05:00
eraser1
06f818d1c0 Oops
Forgot to do _x params instead of implied _this params

Forgot to add groups to allowed types in cleanup manager

Updated pre-packed PBO with latest fixes
2015-08-31 20:24:13 -05:00
eraser1
0363b1e7af clarification 2015-08-31 17:22:54 -05:00
eraser1
bc1e2f7ed9 dynamicTextRequest won't work atm :/ 2015-08-31 16:52:21 -05:00
eraser1
8e05d669c4 Change poptab kill source message 2015-08-31 16:39:31 -05:00
eraser1
73b55ad769 Set offload to client to false by default 2015-08-31 16:15:35 -05:00
eraser1
6b60064f9e Merge branch 'master' of https://github.com/Defent/DMS_Exile 2015-08-31 15:58:33 -05:00
eraser1
cb272a1096 338 2015-08-31 15:58:30 -05:00
Defent
8b095382a9 Removed
asd
2015-08-31 22:58:03 +02:00
Defent
af4f96b214 Update FindSuppressor.sqf 2015-08-31 22:52:01 +02:00
Defent
44d8ed97df dd
dd
2015-08-31 22:51:42 +02:00
Defent
b560462a4e Update FindSuppressor.sqf 2015-08-31 22:49:54 +02:00
eraser1
1fa461da5b Missions are now slightly different 2015-08-31 15:45:47 -05:00
eraser1
b130b134c7 Group Leader fix 2015-08-31 15:45:46 -05:00
eraser1
10f20aa270 Crate Smoke/IR 2015-08-31 15:45:46 -05:00
Defent
eec12903cc Fixed things
FSM now loops mission status check every 15 seconds. Cleanup every 5
mins and mission start every 1 min.

Also added PBO prefixes.
2015-08-31 22:43:55 +02:00
Defent
63e96da40f Update FindSuppressor.sqf 2015-08-31 22:30:09 +02:00
Defent
af1d531e7e Update FindSuppressor.sqf 2015-08-31 22:28:37 +02:00
Defent
b0c2c304e0 I want credits too :( 2015-08-31 22:28:01 +02:00
eraser1
5aba56c43c Decreased money and rep gain from kills 2015-08-31 15:16:10 -05:00
eraser1
d3f3084d4b Fixed? 2015-08-31 14:55:50 -05:00
eraser1
96bb053267 github pls
Conflicts:
	@ExileServer/addons/a3_dms/DMS_init.sqf
	@ExileServer/addons/a3_dms/crates/DMS_CreateBox.sqf
	@ExileServer/addons/a3_dms/missions/MM1.sqf
	@ExileServer/addons/a3_dms/missions/MM10.sqf
	@ExileServer/addons/a3_dms/missions/MM2.sqf
	@ExileServer/addons/a3_dms/missions/MM3.sqf
	@ExileServer/addons/a3_dms/missions/MM4.sqf
	@ExileServer/addons/a3_dms/missions/MM5.sqf
	@ExileServer/addons/a3_dms/missions/MM6.sqf
	@ExileServer/addons/a3_dms/missions/MM7.sqf
	@ExileServer/addons/a3_dms/missions/MM8.sqf
	@ExileServer/addons/a3_dms/missions/MM9.sqf
	@ExileServer/addons/a3_dms/scripts/DMS_CreateMarker.sqf
	@ExileServer/addons/a3_dms/scripts/DMS_cleanup.sqf
	@ExileServer/addons/a3_dms/scripts/DMS_findSafePos.sqf
	@ExileServer/addons/a3_dms/scripts/DMS_fnc_nearbyPlayers.sqf
	@ExileServer/addons/a3_dms/scripts/DMS_selectMission.sqf
	@ExileServer/addons/a3_dms/scripts/DMS_spawnAI.sqf
	Pre-Packed PBO/a3_dms.pbo
	README.md
2015-08-31 14:46:28 -05:00
eraser1
34aab4a3b8 Edit "DMS_PlayerNotificationTypes" and Configs 2015-08-31 14:25:32 -05:00
eraser1
282308a31d Config stuff
3 missions by default :D

Removed the PDWs that have hgun prefix but don't actually go in that
slot...
2015-08-31 13:32:23 -05:00
eraser1
6c24c3f473 diversification of difficulties (colors) 2015-08-31 13:31:06 -05:00
eraser1
3f27d92ef6 Poptab notification for killing
See comments ;)
2015-08-31 13:30:38 -05:00
eraser1
beae797d12 So we get any potential errors in the config.sqf 2015-08-31 13:24:01 -05:00
eraser1
acb02f2ba2 Debug loggin improvements for FSM
Do the "calling..." log BEFORE actually calling :P
2015-08-31 12:04:20 -05:00
eraser1
2ac62bb41b Update preinit todo and PBOs 2015-08-31 03:10:18 -05:00
eraser1
b2a1e634e1 Fixes + Tweaks 2015-08-31 03:04:07 -05:00
eraser1
a4144c7c07 More Fixes!
FSM should now call all of the functions...

Fixed debug messages for selectmission

Added recursive call for cleanup for typeName ARRAY arguments

Fixed parsing for FillCrate

Fixed script errors and removed some RPT spam from missionsmonitor

Allow groups for missionsuccesstate

Removed debug log for converting data type into array for TargetsKilled
2015-08-31 02:52:46 -05:00
eraser1
c300f83bb4 Fixed killfeed
May end up adding a notification to client about poptabs separately
2015-08-31 02:50:19 -05:00
eraser1
37363a963d Grimplz 2015-08-31 01:29:10 -05:00
eraser1
be12af2b63 Removed link node 2015-08-31 01:18:11 -05:00
eraser1
6e3a9b8615 More fixes + SpawnCrate
Created function SpawnCrate

Updated missions to use DMS_SpawnCrate

Fix (I think) issue with _side being passed to onkilled

updated test PBO
2015-08-31 01:08:30 -05:00
eraser1
54eb09b4d0 Update README, add OnKilled logging 2015-08-31 00:08:30 -05:00
eraser1
eb5045bdcb Pre-packed PBO
and another debug log
2015-08-30 23:53:18 -05:00
eraser1
641d40c157 DMSv1 is Live :D
Still a few things left to do but... the system works! ;)
2015-08-30 23:51:06 -05:00
eraser1
287508e6cb Oops
More mistakes :P
2015-08-30 22:22:15 -05:00
eraser1
25e65329e8 Oops
Couple mistakes...
2015-08-30 21:49:01 -05:00
eraser1
0c4e56f697 First mission(s)! 2015-08-30 21:42:02 -05:00
eraser1
b3a06808f9 Create function CreateMarker 2015-08-30 20:48:20 -05:00
eraser1
cb7338c16a Set up OnKilled + cleanup
!!!!!
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.
2015-08-30 00:01:00 -05:00
eraser1
02696c3406 Tweaks + More Configs + Fix
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
2015-08-29 20:30:56 -05:00
eraser1
dbcee0ae9e Merge branch 'eraser_rewrite' of https://github.com/Defent/DMS_Exile into eraser_rewrite 2015-08-29 19:33:37 -05:00
eraser1
8350edcd00 AddMissionToMonitor + Tweaks to other functions 2015-08-29 19:33:32 -05:00
Defent
861a8ce20a Update OnKilled.sqf 2015-08-29 22:01:59 +02:00
Defent
df6897de95 Formatting 2015-08-29 22:00:01 +02:00