a3_exile_occupation/changeLog.txt
2016-05-31 16:22:46 +01:00

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V44 (31-05-2016)
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Fixed error when real names were disabled
Added a process reporter module which logs server processes every 60 seconds to
the rpt or dedicated log file if using infiSTAR logging (useful for diagnosing
poor server performance)
Fixed map marker removal (including line drawing)
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V43 (26-05-2016)
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Added the option to specify multiple class names to potentially be used for the
public transport option. Tweaked Icon for Occupation Airlines
Added an option (SC_numberofHeliCrashesFire) in the config that allows you to turn
off the fire at heli crashes
AI units should attempt to take ammo from dead players/dead AI and loot spawns if
they run out of ammo and there is suitable ammo available
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V42 (22-05-2016)
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Forced reload after spawning AI to make sure they are ready to fire when they spot
an enemy
Added in compatibility with the new DMS feature AI freezing
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V41 (17-05-2016)
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Dead AI should be ejected from any captured land vehicle when you get in them
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V40 (12-05-2016)
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Added SC_ropeAttach variable to the config.sqf to allow/disallow airlifting of lootcrates
Renamed and altered folder structure for functions and some eventhandlers
Map markers on occupationPlaces and now get removed when the AI are all killed
Tweaked the land vehicle repair event handler
Added SC_blackListedAreas to allow blacklisting of areas of the map
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V39 (08-05-2016)
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Added a check to make sure the array of vehicles checked in the unstick routine exist
before trying to unstick them
Removed the use dependency on DMS_fnc_findSafePos as the format is changing in the
test version of DMS, I will switch back to using it once it has been rolled out and
everyone is using it
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V38 (08-05-2016)
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Added a check to the transport module to check the transport vehicle class name
is valid and to to make sure there are valid map markers to use for stopping points
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V37 (06-05-2016)
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Added limit checks for the amount of each class of vehicle in Sky, Sea and Vehicle modules
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V36 (05-05-2016)
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Fixed the checks for valid vehicles in Sky, Sea and Vehicle modules
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V35 (05-05-2016)
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Added checks for valid vehicles in Sky, Sea and Vehicle modules
Added the ability to add names to be used for AI
Altered eventhandlers triggered to repair land vehicles that were getting stuck in a loop
Added the option to ignore AI count when spawning land vehicles (set SC_occupyVehicleIgnoreCount = true)
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V28-V31 (27-04-2016)
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Altereed a few eventhandlers
Fixed multiple static spawns so they are independent of each other
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V27 (26-04-2016)
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Added the option fully control the gear assigned to bandit and survivor units
Added the option for helicopters as public transport, the heli travels between traders
and lands for about 60 seconds. Setting SC_occupyTransportClass to a helicopter classname
will switch it over to using a helicopter, if you want to continue using the land vehicle
set SC_occupyTransportClass to a land vehicle.
Added the option to set the maximum crew (crew count will be a random number between
the max and min). The applies for all AI vehicles.
Added a separate SC_VehicleClassToUseRare list of vehicles which spawn 10% of the
time in place of the standard SC_VehicleClassToUse list.