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#### 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. |
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