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2.1.0 Pre-Release version
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SnarkIndustries committed Jul 7, 2014
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518 changes: 518 additions & 0 deletions Changelog History/1.0.0 (and previous).txt

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18 changes: 18 additions & 0 deletions Changelog History/1.1.0.txt
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1.1.0 Update:

- [NEW] AI respawns are now processed in a queue by a single script instead of one script per individual unit. AI now respawn after the entire group is killed. Timer begins when the last surviving member dies.
- [NEW] AI spawned from dynamic triggers now seek out the player's position at the time of trigger activation, then begin patrolling the area.
- [NEW] Radio now issues an on-screen text warning to the player if they are being pursued by AI bandits. (Dynamically-spawned AI will pursue a randomly selected player. AI will pursue a player who killed a team member if DZAI_findKiller is set 'true' in dzai_variables.sqf)
- [NEW] AI groups now actively pursue player responsible for killing a group member for up to 120 seconds if DZAI_findKiller is enabled. AI death will be detected if player is within 250-450m (randomized) of the killed AI. Pursuit distance is randomized between 500-700m of killed AI unit's location.
- [REMOVED] Radio no longer prevents AI from pursuing player if the player killed a team member.
- [MODIFIED] AI group size may now vary with each respawn. Previously, the group size was fixed at the time of the first trigger activation.
- [MODIFIED] Large AI skill parameter increases for AI. Highest-skilled AI may now potentially reach maximum skill levels for all skills except Accuracy and AimingShake.
- [MODIFIED] AI counts are now updated when an AI group is spawned, killed entirely, or despawned.
- [MODIFIED] Increased rate of healing for injured AI from 5% health/15 seconds to 10% health/15 seconds. (rate determined by DZAI_refreshRate)
- [MODIFIED] AI loot scripts are now Spawned instead of Called due to their low priority.
- [MODIFIED] Temporary NVG feature can only be in effect (if enabled) during night time.
- [MODIFIED] Respawn delay now controlled by a single variable (DZAI_respawnTime).
- [MODIFIED] Dynamic trigger manager now relocates 25% of existing dynamic triggers every 15 minutes instead of relocating 1 trigger every 3 minutes. (4 triggers/15 minutes for Chernarus).
- [MODIFIED] DZAI server monitor now also reports the current number of AI groups queued for respawning.
- [MODIFIED] Classname verification script no longer checks if nonexistant classnames are banned.
- [MODIFIED] AI corpse deletion is now handled by the respawn handler script.
4 changes: 4 additions & 0 deletions Changelog History/1.1.1.txt
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1.1.1 Update:

- [FIXED] AI group is only marked as in "Pursuit" state if distance check passes.
- [FIXED] Waypoint patrol mode is now only restored if exiting Pursuit mode.
10 changes: 10 additions & 0 deletions Changelog History/1.1.10.txt
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1.1.10 Update:

- [NEW] AI units now stop to heal when they reach 75% health. Healing process takes 3 seconds to complete and fully heals the unit, including broken legs. Each AI unit can heal up to 2 times with a 60 second cooldown in between.
- [UPDATED] AI health increased. AI can now take damage equivalent to 12000 units of blood (headshots do 50% additional damage). AI hands modified to be immune from damage (aim cannot be impaired).
- [UPDATED] Mod-specific features setting in dzai_variables.sqf updated to be more descriptive.
- [MODIFIED] Only zombies close to AI group leaders will be marked as hostile, instead of any AI unit.
- [MODIFIED] Changed activation delay for triggers created by DZAI_spawn (custom spawn function) to 10/15/20 seconds from 15/17/20 seconds.
- [MODIFIED] Chernarus: Moved several spawn points for Cherno.
- [MODIFIED] Chernarus: AI patrols should no longer pass by military/medical tents in Cherno. (Reason: All buildings added in mission.sqm are invisible to AI units).
- [MODIFIED] Decreased number of medical item loot in AI backpack from 2 to 1. Decreased number of small misc item loot in AI backpack from 3 to 2 (maximum).
6 changes: 6 additions & 0 deletions Changelog History/1.1.11.txt
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1.1.11 Update:

- [UPDATED] Separated static spawn definitions into separate files for ease of editing (triggers, markers).
- [MODIFIED] Repositioned AI spawn areas for Balota (town) and Balota Airfield to reduce chance of AI encounters near medical tent area.
- [MODIFIED] Combined AI damage reduction factors for bullet/non-bullet damage.
- [MODIFIED] Adjusted AI skill ratings (Accuracy, AimingSpeed decreases).
5 changes: 5 additions & 0 deletions Changelog History/1.1.12.1.txt
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1.1.12.1 Hotfix:

- [FIXED] Corrected typo that prevented skill-setting script from properly setting AI skills.
- [UPDATED] Enabling Extended Debug mode (DZAI_debugLevel = 2) now reports AI unit's skill settings into RPT log on unit creation.
- [REMOVED] Removed depreciated script files.
5 changes: 5 additions & 0 deletions Changelog History/1.1.12.txt
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1.1.12 Update:

- [NEW] AI units can now be stunned with Tasers. (DZAI will detect if Double Doppler's Taser Mod is installed).
- [UPDATED] DZAI now automatically detects the presence of certain DayZ mods and enables extra settings. Automatically detected mods: DayZ 2017, Namalsk 2017, DayZ Epoch, DayZ Overwatch. NOTE: DayZ Civilian requires manual editing in dzai_variables.sqf to enable extra features.
- [UPDATED] Removed setting to enable extra features for DayZ Lingor (Skaronator version) since it should be fully supported without user intervention.
10 changes: 10 additions & 0 deletions Changelog History/1.1.2.txt
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1.1.2 Update:

- [FIXED] AI will only enter Pursuit state if player is not in a vehicle, and will exit Pursuit state if player enters a vehicle.
- [FIXED] Dynamic AI will not enter Pursuit state upon spawning if target player is in a vehicle.
- [NEW] Dynamic AI now spawn in a "Pursuit" state where they follow the randomly-selected player for a distance of 100m from (calculated from the player's position at time of trigger activation). Player's position is updated every 30 seconds.
- [NEW] Players with Radios now recieve on-screen text warnings if they are being pursued by dynamic AI.
- [UPDATED] findKiller feature: Chase distance decreased to 400-600m from 500-700m. Time limit is unchanged.
- [UPDATED] findKiller feature: AI will not pursue players in vehicles, and will exit pursuit state if player enters a vehicle (since AI do not use vehicles).
- [UPDATED] findKiller feature: Player's position is now updated every 15 seconds.
- [MODIFIED] Players with radios are now also notified if AI have broken off their pursuit.
7 changes: 7 additions & 0 deletions Changelog History/1.1.3.txt
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1.1.3 Update:

- [UPDATED] fnc_spawnBandits and fnc_spawnBandits_dynamic are now "spawned" instead of "called", and handles preparatory calculations before spawning AI units. IMPORTANT: If using custom static triggers, please make this update. (call fnc_spawnBandits >> call fnc_spawnBandits)
- [UPDATED] AI group creation is now handled by fnc_createGroups (static triggers) and fnc_createGroups_dyn (dynamic triggers). Individual AI units are created by fn_createUnit. This script is shared by fnc_createGroups and fnc_createGroups_dyn.
- [UPDATED] Updated preset default classname tables to DayZ 1.7.7.1 version.
- [MODIFIED] AI units revert to an "AWARE" state from "COMBAT" after pursuit state ends if DZAI_findKiller is enabled. If not enabled, AI will remain in "COMBAT" mode until the entire group is killed (this is intended).
- [MODIFIED] Dynamic triggers no longer activate for players in Air vehicles. Note: Trigger will activate if players exit the air vehicle, but will not deactivate if players re-enter. AI stop actively tracking targeted player's position but will continue to the last known position.
5 changes: 5 additions & 0 deletions Changelog History/1.1.4.txt
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1.1.4 Update:

- [MODIFIED] Dynamic triggers now despawn after 120 seconds if all players have left the trigger area, or after 300 seconds after all spawned AI units have been killed (previously, timer was 120 seconds for both conditions).
- [MODIFIED] Dynamic trigger intersection warnings now appear in the RPT log if DZAI_debugLevel is set to 1 or higher. (Note: After 3 attempts, triggers are placed on the map regardless of whether or not there is overlapping with other triggers).
- [MODIFIED] Chernarus: dynamic trigger area reduced from 6000m radius to 5500m, max. triggers reduced to 15 from 16, and trigger moved slightly NW to avoid coastal areas.
5 changes: 5 additions & 0 deletions Changelog History/1.1.5.txt
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1.1.5 Update:

- [FIXED] Fixed active AI counter. Active AI counter is decreased for each AI unit killed, despawned, instead of being updated when the entire group is killed.
- [FIXED] findKiller: Minimum pursuit distance increased from 400m to 500m to better match maximum detection distance (450m).
- [FIXED] Despawn script now checks if the group exists before attempting despawn.
9 changes: 9 additions & 0 deletions Changelog History/1.1.6.txt
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1.1.6 Update:

- [NEW] Added improved support for custom AI spawn definitions. Custom AI spawns are added in DZAI\init\world_map_configs\world_mapname, where "mapname" is the map your server is running. Basic instructions can be found here: http://img42.imageshack.us/img42/3187/5o.png. Note: You must create the marker in the ArmA2 3D editor (Alt+E to access from main menu).
- [FIXED] Fixed rare cases where null AI groups would be generated when spawning AI.
- [UPDATED] Updated configuration files in trig_configs folder with updated spawnBandits format.
- [MODIFIED] Increased pursuit distance for dynamic AI from 100m to 200m of initial position of targeted player.
- [MODIFIED] Increased Accuracy and AimingShake ratings of AI for all skill levels.
- [MODIFIED] Chernarus: moved reference marker for dynamic AI spawns further south slightly.
- [MODIFIED] Increased probability of dynamic AI to spawn with weapons from MilitarySpecial table from 4% to 8%, HeliCrash table from 1% to 2%. (Military weapons probability decreased accordingly).
6 changes: 6 additions & 0 deletions Changelog History/1.1.7.txt
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1.1.7 Update:

- [FIXED] Fixed cause of null groups being created (again).
- [UPDATED] spawnBandits/spawnBandits_dynamic now handles spawn point calculations, fn_createGroups/fn_createGroups_dyn handles group creation and trigger variable initialization, and fn_createUnit handles creation of individual AI units.
- [UPDATED] For static triggers instructed to spawn multiple groups, each individual group's size may now vary instead of being a simple duplicate of the first group.
- [REMOVED] Removed DZAI_spawnExtra variable.
5 changes: 5 additions & 0 deletions Changelog History/1.1.8.txt
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1.1.8 Update:

- [NEW] Added function DZAI_createGroup to create groups for AI use. The function creates groups belonging to the East side, then when/if the number of East groups reaches 140, it will switch to Resistance.
- [REVERTED] spawnBandits and spawnBandits_dynamic are called instead of spawned (to fix null group issue).
- [REVERTED] Re-integrated fn_createGroups into spawnBandits and fn_createGroups_dyn into spawnBandits_dynamic.
4 changes: 4 additions & 0 deletions Changelog History/1.1.9.txt
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1.1.9 Update:

- [FIXED] Dynamic triggers should not spawn more AI units if they have not despawned previously created units.
- [MODIFIED] Dynamic AI minimum/maximum spawn distance from targeted player increased to 150m/350m from 125m/300m.
17 changes: 17 additions & 0 deletions Changelog History/1.2.0.txt
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1.2.0 Update:

- [NEW] Humanity can now be awarded to players for AI unit kills. Humanity rewarded can be edited in DZAI_variables.sqf.
- [NEW] Added DZAI Scheduler to manage all scheduled tasks.
- [NEW] Added prototype version of AI helicopter patrols feature, which can be enabled in DZAI_variables.sqf. Helicopter patrols require edits to server_cleanup.fsm. Instructions have been provided in the Required Edits section. More details on the helicopters feature here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-8#post-61128.
- [NEW] Added debug markers for static triggers. Markers will appear after the trigger's first activation. Color codes: Yellow (inactive), Orange (active), Red (Error).
- [FIXED] Fixed error that prevented Radio text messages from being displayed to player when dynamic AI have ended their pursuit state.
- [FIXED] Fixed bug where static triggers would be unable to continue spawning AI units if the calculated number of AI to respawn is zero.
- [UPDATED] SHK_pos package included with DZAI is now only initialized if it is not already started.
- [UPDATED] All AI death loot scripts integrated into fnc_addLoot.
- [UPDATED] Updated DZAI Server Monitor output. Text output is now separated into overall server statistics (uptime, AI count), static AI statistics, dynamic AI statistics.
- [UPDATED] Chernarus: Repositioned patrol area and spawn points for AI units at NEAF. AI numbers increased to 2 minimum + 2 maximum additional.
- [UPDATED] Reduced probability of generating Small-type misc items from 66% to 60%.
- [UPDATED] Reduced probability of generating Large-type misc items from 20% to 15%.
- [MODIFIED] Locations of debug markers for dynamic triggers are now refreshed at an interval specified by DZAI_monitorRate.
- [MODIFIED] Renamed several script files, some added directly into DZAI_functions.sqf
- [MODIFIED] Maximum dynamic trigger area overlap tolerance increased to 15% from 10%.
4 changes: 4 additions & 0 deletions Changelog History/1.2.1.txt
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1.2.1 Update:

- [UPDATED] Added a check if DZAI is already running to prevent multiple instances of DZAI from starting.
- [MODIFIED] Adjusted minimum AI helicopter flying height to 90m.
14 changes: 14 additions & 0 deletions Changelog History/1.2.2.1-1.2.3.txt
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1.2.2.1 Hotfix:

- [FIXED] Fixed AI HandleDamage eventhandler functionality with DDOPP Taser Mod. (AI units should have improved durability even with the Taser mod installed).

1.2.2.2 Minor Update:

- [UPDATED] Nearby zeds are revealed to AI groups to help reduce time required to recognize marked zeds as hostile.
- [MODIFIED] Scaled back AI health increases slightly. (2 DMR body shots should kill an AI unit)

1.2.3 Update (Changes for Lingor map)

- [NEW] Added new spawn areas and spawn markers for Lingor (Skaronator) and Hunting Grounds.
- [UPDATED] Reworked all AI spawn areas and spawn markers for Lingor
- [UPCOMING] Mod-specific support for DayZ Hunting Grounds in the next update.
12 changes: 12 additions & 0 deletions Changelog History/1.2.2.txt
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1.2.2 Update:

- [FIXED] AI self-healing now heals damage properly.
- [REMOVED] Removed all AI skin loot and related loot tables. (Use Remove Clothes addon instead)
- [REMOVED] Removed auto-detection for DayZ 2017 and Namalsk 2017 due to possibility of future false-positive detections. All 2017 mods now require manual activation in dzai_variables.sqf.
- [UPDATED] Added probability checks for adding medical and edible loot. Default settings: 75%/medical, 85%/edible.
- [UPDATED] Setting debugMarkers = 2 will enable debug markers for static triggers and allow continuous refreshing of dynamic trigger locations. (Setting value to 1 will disable these markers but other debug marker functionalities remain).
- [MODIFIED] Increased AI helicopter crew skills.
- [MODIFIED] Increased AI health. Note: Due to the differences between how AI and player health is calculated, AI units may be more or less durable than player units.
- [MODIFIED] Chernarus: Shifted Stary Sobor AI patrol further away from military tents as AI units can see through the tent walls.
- [MODIFIED] Chernarus: Changed Stary Sobor AI spawns from 1 min + 3 additional max to 2 min + 2 additional max.
- [MODIFIED] Changed activation delays for all static triggers to 10/15/20 seconds.
22 changes: 22 additions & 0 deletions Changelog History/1.3.0.txt
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1.3.0 Update:

- [NEW] Unconsciousness for AI units: AI units can now be temporarily knocked unconscious when shot. Damage threshold to knock out an AI unit is identical to player units. Unconsciousness time is currently fixed at 10 seconds. (Note: Helicopter AI units cannot be knocked unconscious).
- [NEW] Added support for DayZ Hunting Grounds. Includes new AI skin models and backpacks.
- [NEW] Server admins can now store their custom settings in DZAI\DZAI_settings_override.sqf for reuse. Copy over the settings from DZAI\init\dzai_variables.sqf that you wish to keep to DZAI_settings_override.sqf. Keep this file when upgrading DZAI to newer versions.
- [FIXED] DayZ Epoch: Removed player zombie classnames from AI-usable skin tables to solve loadout issues.
- [FIXED] Dynamic triggers with active spawned AI will not have their locations randomized. Previously, a trigger was considered active if a player was present in the area.
- [UPDATED] AI units spawned with weapongrade = 0 now have a 50% chance of being assigned a pistol or rifle.
- [UPDATED] Static and dynamic AI now share a common Killed eventhandler. This eventhandler decides which action to take when the AI unit is killed (respawn or relocate trigger).
- [UPDATED] AI hands and legs can now be broken in the same way as players. Damage to hands and legs is only applied when sufficient damage has accumulated to cause a fracture.
- [UPDATED] If BIS_fnc_findSafePos can't find a suitable location to spawn/respawn static AI from building positions, exact positions of the buildings will be used instead.
- [UPDATED] Added additional checks to unit loadout function to prevent double primary weapon issue and missing backpack issue. (Needs testing).
- [UPDATED] AI loadout script now checks if skin classname includes weapons and other items (Map, GPS, Compass, Radio, Watch). If any items are present, they are removed. This should help server admins who wish to add custom skin classnames.
- [UPDATED] Updated DZAI installation instructions with a simpler method that should be applicable to most/all DayZ server packages.
- [UPDATED] Respawned AI groups now resume patrolling at a random waypoint instead of starting at the first generated waypoint.
- [MODIFIED] Maximum AI bandages increased to 3 from 2 (maximum self-heals).
- [MODIFIED] Time required for AI self-heal increased to 3.5 seconds from 3 seconds.
- [MODIFIED] Debug markers for ground AI units remain black if unit's weapon or magazine cannot be detected. Once they are detected, the marker turns red (normal case).
- [MODIFIED] Several variables are now attached to the AI group instead of each individual unit.
- [MODIFIED] Dynamic AI spawn distance from targeted player increased to 200/300 (min/max) from 150/300 (min/max).
- [MODIFIED] Dynamic AI spawn amount equation changed to: (number of players) + (random number 0-2), up to a maximum of 6 AI units.
- [MODIFIED] Dynamic AI pursuit distance increased to 300m from 200m.
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