Releases: gruppe-adler/grad_civs
Releases · gruppe-adler/grad_civs
6.3.0 helicopter scare & minor stuff
- new: civs flee low-flying air vehicles
- new: zen zeus modules to add patrols and residents
- fix: honking detection
- fix: honking for remote controlled units
- fix: pointing check for remote controlled units
6.2.3 fix patrol spawn
- fix: patrols did not spawn
6.2.2 bugfixes
- vehicle crew count bugfix
- adjust to grad-animalTransport 2
6.2.0 animal transport bugfix & additional option
- fix: loaded animals were carryable
- new: option to restrict vehicles that may carry animals
- refactor: some internal reshuffling with vehicle class list variables
6.1.2 - bugfix release
fix HC state machine multiplicator
6.1.1 - bugfix release
- fix: civs did not return to previous activity after incapacitation
- fix: debug infoLine at [0, 0, 0] due to objNull s in global civ list
- fix: housework animations and other animation reset stuff never worked (now works at least sometimes 😅 )
- change: civs now try at most 60s to find their neighbor to chat (down from 90s)
6.1.0 - bugfixes, ignore hidden houses
- fix emotions (panic on FiredNear) & related script error messages
- ignore hidden buildings when looking for spawn points etc
- remove unused vehicle option
6.0.0 - split legacy module, bugfixes
This is the last of the big refactors done during & after the switch to being a mod, promise.
Split legacy
addon into lifecycle
and activities
addons -
lifecycle
contains all things around spawning and despawningactivities
contains the non-business activities & emotions: panicking, obeying orders etc and creates thebusiness
state machine all the "real" jobs use to attach their states.
Additionally, some things went from common to lifecycle module, notably civ_added
and civ_removed
events as well as GVAR(localCivs)
and GVAR(civClasses)
config settings.
Apart from that those backwards compatibility breaks, this release is being built on Windows, which weirdly enough means the keys checking will now work.
Smaller bugfixes :
- vehicle theft events now watch for the possibility of a player switching into a driver seat, and on the other side allow for hitching rides (i.e. ride in cargo) without being considered a thief.
- civKilled event now passes the killed civilian as third parameter
5.0.3 - Bugfixes & remove hard dep on ZEN
- fix: various cases of standing around stupidly when coming back from unconscious state
- fix: some state machine issues which may have led to weird behavior around larger behavioral changes (surrender, panic, unconscious)
- fix: a bug that led to vehicles not moving out even if all crew was mounted
- change: ZEN is now an optional dependency
fixes in surrender logic, mimikry
- fix: mimikry showed interactions with ALL incapacitated players, not only civs (#93)
- fix: civs will turn to face the player when surrendering
- fix: all car passengers will surrender