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Thread: BIS Module Improvement Project

  1. #1
    Gunnery Sergeant Wolffy.au's Avatar
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    BIS Module Improvement Project

    Fourth Release!
    http://dev-heaven.net/projects/mip

    This is the fourth release of the BIS Module Improvement Project. This BIS MIP project is a drop-in replacement of the BIS Editor Modules including bug fixes and improvements to the code, while ensuring that the original functionality remains intact.

    Latest MIP release here:
    http://dev-heaven.net/attachments/do...p-20111022.zip

    Changelog:
    • Added vanilla A2CO and custom A2CO missions for Utes
    Ambient Civilians
    • Fixed Respect/respawn error caused by Garbage Collector deleting empty groups
    • Choose traffic spawn points away from players
    • Removed enableFleeing causing civs to run everywhere
    • Allowed AUTOTARGET for armed civs
    • Increased default skill for armed civs
    • Store spawnpoints to increase performance
    • Reverted to not broadcasting of setVariables
    • Deactivate HouseEffects if town is not active
    Garbage Collector
    • Changed Garbage Collector Auto Scavange to be on by default
    Civilian Vehicles
    • Randomly remove weapon and magazine cargo


    Demo Missions
    The download found here:
    http://dev-heaven.net/projects/mip/files
    It contains demo missions of the improved BIS Ambient modules, all dedicated server tested.

    Islands include:
    • Chernarus
    • Utes
    • Takistan
    • Zargabad
    • Cicada
    • Qom Province
    • Lingor
    • Isla Duala, and
    • Podagorsk


    Module Improvements
    Improvments to the modules are:

    Ambient Animals
    • Fixed blacklist zones (no more animals on runways)
    • Added random roosters to the mix of hens
    • Added BIS_Animals_Debug variable for marker visibility
    • Reduced spawn radius to improve MP performance
    • Re-enabled to be dedicated server compatible

    ALICE 2
    • Made maximum traffic proportional to civilian count
    • Minor bug fix causing cosmetic errors
    • Added civilian stone throwing and random pistols (optional)
    • Fixed ALICE2 house effects performance issues:
    • emptydoor caching
    • town active checking
    • 15s delay between checks
  2. Fixed issue of always 1 passenger
  3. Reverted back to vehicles created in the center of town
  4. Initialising drivers with ALICE_civilianInit
  5. Added bis_alice_emptydoor code for A2 building compatibility
  6. Enabled random radio
  7. Added random lock (optional)
  8. Ported zGuba's random fuel and damage (optional)
  9. Rating -400 if stealing a civilian car (optional)
  10. Converge to terrain (zGuba)
  11. Reduced default AI skill for less CPU
  12. Traffic vehicles proportional to town population
  13. Added traffic debug markers
  14. Added passengers to traffic
  15. Driver and passenger faction dependent on town faction
  16. Added removal if vehicle moves out of range of players
  17. Randomise destination if vehicle still within range
  18. Reduced traffic spawn delay from 60 sec to max 15 sec
  19. Changed traffic spawn condition to when town active and 1 player within spawn distance

  20. BIS Functions
    • BIS_fnc_music is played in realtime, playback is faster after hitting Escape (zGuba)
    • Fixed custom locations

    Garbage Collector
    • Added Test Garbage Collector mission
    • Fixed Garbage Collector queue processing
    • Process Queue variable set to broadcast (MP compatibility)
    • Fixed auto empty Group bug
    • Made code A2Free compatible
    • Added dedicated server support to Garbage Collector


    Installation Instructions

    If a mission maker wishes to use this replacement code, here are the instructions.
    1. Simply copy the CA directory into your mission folder to over-ride the default BIS modules.
    2. Place a BIS Functions modules in the mission editor and add the following to the INIT:
      Code:
      BIS_fnc_locations = compile preprocessFileLineNumbers "CA\modules\functions\systems\fn_locations.sqf";
    3. Place a BIS Ambient Civilans (Expansion) module in the mission editor and add teh following to the INIT:
      Code:
      BIS_ALICE2_fnc_civilianSet = compile preprocessFileLineNumbers "ca\modules_e\alice2\data\scripts\fn_civilianSet.sqf";
Last edited by Wolffy.au; Oct 22 2011 at 14:57.
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  • #2
    Way to go Wolffy!

    I hope these changes will make it into a future patch.

  • #3
    Good work there Wolffy

  • #4
    Sergeant Major Mosh's Avatar
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    Going to try this out right now, thanks!

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  • #5
    WOW many thanks will try this out tonight for sure !!

  • #6
    Cool, definately going to try this. I also really like your implementation, very elegant. I was working on a way to allow different factions in secops and never thought of doing it like this.

  • #7
    Very nice job!

    Code:
    Added removal if vehicle moves out of range of players
    A few questions on this one:
    • Is it an option?
    • What was the behavior before?


    The basic thinking is that you could use civilian cars as a way to travel and
    if they are deleted once out of view, a second player at a different position
    may not intercept it.

  • #8
    Just a question I presume we need to place the Silvie Modal as well but do we need any code in this as well ?

    Thanks

  •   This is the last Developer post in this thread.   #9
    keep the project going on and i hope others who have other 'tidbit' type of fixes/improvements etc. for modules will Join the effort ...

    at least because i'm watching

  • #10
    Can you fix the UAV module?

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