![]() BigEgg's localization solution turned into a function that localizes and formats messages submitted as arrays. ![]() Killzone Kid's shuffle plus function added for mission array randomization.Since Arma has a bad habit of not kicking dead AI out of vehicles, keys will not spawn on AI static gunners or vehicle crew.Mission vehicles remained locked until the mission is cleared to prevent ninjas.Additional parameter for the load ammo function added so armed vehicles can have magazines placed in their gear.Some functions that were not being used and are not necessary like isSlope and inDebug removed. Avoid traders replaced with avoid safezones that uses the built in DZE_SafeZonePosArray in init.sqf.Improved use of the mission data variable for modularity.Reworked so they use map locations as waypoints and they only spawn one thread instead of three. effectiveCommander option added so vehicle gunners can get kill and humanity rewards.AI Killfeed added to "on kill" function - enabled in config.sqf with variable ai_killfeed.AI multiplier added so overall AI level can be adjusted easily with variables in config.sqf.New multi-crate mission Firestation added.New mission C130/MV-22 Armed Vehicle Air Drop added.Optional godmode mission objects for servers with overpowered military vehicles.Mission objects and crates use compact arrays and functions.Minor updates for DayZ Epoch 1.0.7 compatibility. ![]() Starting with a few minor bugfixes and some custom loadouts, but quickly turning into a proper redo with awesome help of the - very much alive - mod community! Release 2.2.7 (worldwidesorrow) Since I really like (read love) the Wicked AI missions and support for them has gone in the latest patches, I decided to dust off the old files and start making these 1.0.6+ compatible. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |