Releases: Defent/DMS_Exile
Haven't done one of these in a while...
Because why not
DMS June 24 2016 Update
Lots and lots of optimizations, a few fixes, and new features.
DMS now has the ability to "freeze" AI, which can significantly improve performance, especially with large AI counts.
Read the full patch notes for more info.
January 9 2015 Release Candidate 1
BETA CHANGELOG Last Updated January 9, 2016 (11:05 AM CST-America):
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NEW CONFIG VALUES:
DMS_MissionTimeoutResetFrequency DMS_SMissionTimeoutResetFrequency DMS_SpawnZoneMarkerTypes DMS_TraderZoneMarkerTypes DMS_BanditMissionsOnServerStart DMS_StaticMissionsOnServerStart DMS_Show_Party_Kill_Notification DMS_ai_offload_notifyClient DMS_ai_skill_randomDifficult DMS_ai_skill_randomEasy DMS_ai_skill_randomIntermediate DMS_MinimumMagCount DMS_MaximumMagCount
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Created a couple new config examples.
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DMS will now use its own "PUID" for spawning persistent vehicles (instead of mine).
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Added "Taviana" to default map configs.
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You can now spawn missions on server start. Make sure to add them to the mission types beforehand.
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Fixed default values for reinforcements on saltflats and slums static Altis missions.
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_onSuccessScripts
and_onFailScripts
now use a new structure: it should be[[param,code],[param,code]]
instead of[code,code]
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DMS now uses
remoteExecCall
instead of Exile client broadcast functions for "systemChatRequest" and "standardHintRequest". -
You can now customize the magazine range for guns in a crate. The "fillCrate" function is far from perfect, and I am working on improving it. Ideas are appreciated.
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Adjusted the logic to spawning AI reinforcements; the locations will be shuffled before the AI are spawned, and every location will be used at least once if there are more AI than reinforcement locations.
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You can now define custom markers for Trader/Spawn zones. Keep in mind that they are case-sensitive.
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_onMonitorStart
will now run BEFORE success state is checked. As a result, I added a new "completion type" in "fn_MissionSuccessState" so that you can force mission completion via array manipulations. -
"fn_OnKilled" now gets AI side and type using "getVariable" instead of having to include them in the "addMPEventHandler". If you are using the function for custom purposes, you will need to edit your usage.
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You can now choose whether or not an AI produces different respect or tabs when roadkilled individually.
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You can now allow party members to be notified in chat when a party member kills an AI. It includes AI type+side, distance, and the amount of poptabs/respect received.
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You can now notify clients when AI have been offloaded to them.
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You now have greater control over AI difficulty; you can now manually define "random" presets to include/exclude special difficulty types.
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New function: "DMS_fnc_SetGroupBehavior_Separate" - You can pass an array of units and define their behavior without affecting the rest of the group.
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"DMS_fnc_SpawnAIVehicle" is overhauled: instead of only spawning a driver and a gunner, the function uses "allTurrets" to completely fill the crew of a vehicle.
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"DMS_fnc_SpawnAIVehicle" no longer sets the crew's behavior to "aware".
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Optimized "DMS_fnc_TargetsKilled".
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"DMS_explode_onRoadkill" now spawns the mine ON the player that ran the AI over, so damage to the vehicle is guaranteed no matter how fast the vehicle was going.