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horbin

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  1. Like
    horbin got a reaction from kyrane in Fulcrum Mission System v2.1a   
    standbye.  Forgot the sound needs to run on the client side.  Give me a few to resolve the issue. I will repost
     
    Also, google how you use a 'switch do' statement.  You can combine what you posted above into just 1 switch statement.
  2. Like
    horbin got a reaction from kyrane in Fulcrum Mission System v2.1a   
    Ok, here ya go: AND Don't forget to repack both FuMS.pbo AND your mission PBO.... :)
     
    Add at line 7 of \MPMission\.....\HC\Player_Init.sqf  (in the mission PBO)
    "FuMS_GlobalSound" addPublicVariableEventHandler { private ["_sound"]; _sound = _this select 1; playsound _sound; }; new code for \FuMS\HC\MsnCtrl\MissionInit.sqf at line 48.
    FuMS_GlobalSound = "" switch (toupper _curMission) do { case "BANDITCAMP": {FuMS_GlobalSound = "intro1";}; case "VANCRASH": {FuMS_GlobalSound = "intro2";}; // just add more cases // I'll clean this up to init off the mission data file, // if this sort of sound support seems to be desired by more folks }; if (FuMS_GlobalSound != "") then { publicVariable "FuMS_GlobalSound";}; // NOTE: There is the potential for 'audio' collision if two or more missions attempt to run their sound file at the same time. If others want this type of functionality, let me know, and I will fold it into the next release, with the sound option and file being part of the 'Notification' section of each mission file.
  3. Like
    horbin got a reaction from DirtySanchez in Fulcrum Mission System v2.1a   
    Quick and Dirty:
     
    1) Add the following to \FuMS\HC\MsnCtrl\MissionInit.sqf at line 48
    2) Replace <MISSION NAME> with the ALL CAPS version of the 'Mission Title' found in the 1st section of the mission file.
    Ex: for Bandi.tCamp.sqf, "<MISSION NAME>" = "BANDITCAMP"
    switch (toupper _curMission) do { case "<MISSION NAME>": { playsound "intro";}; };
  4. Like
    horbin got a reaction from DirtySanchez in Fulcrum Mission System v2.1a   
    Dirty,
        Can do, will add it in the next update.  I wanted too on this one, but was short on time before leaving town :)
     
    More than likely the option will add smoke/fire to ALL the buildings in the array....but nothing stops you from having two or more building spawn groups in a mission.
  5. Like
    horbin got a reaction from kyrane in Fulcrum Mission System v2.1a   
    Kyrane,
       Not currently implemented like that.
       If you want special loot for a theme, define it in a LootData.sqf and place this file in the Theme's folder
      Then in the themedata.sqf, change the option to make the theme look for this file instead of the GlobalLootData.sqf.
     
    There is no implementation, on a 'mission by mission' level to provide random loot.  You can do it by theme, so that all missions of the same type share a loot table, but again, not implemented at a mission level as you have described.
     
    Note: I will look at adding this in the next update (won't be till mid June, though).  Should be an easy addition.
     
    Next thing coming over the next couple of weeks is 'exhaustive documentation' on all the functionality to date.  It's all in the config files, but I will be putting together some FAQ's for each type of file and detailed explanations of the various options.
  6. Like
    horbin got a reaction from second_coming in Fulcrum Mission System v2.1a   
    1.6 is documentation......
     
    I'm out of town for the next month, so I'll be working on putting together the boring stuff......a destructions wiki :)
  7. Like
    horbin got a reaction from DirtySanchez in Fulcrum Mission System v2.1a   
    1.6 is documentation......
     
    I'm out of town for the next month, so I'll be working on putting together the boring stuff......a destructions wiki :)
  8. Like
    horbin got a reaction from DirtySanchez in Fulcrum Mission System v2.1a   
    v1.5g is up:
     
    M3Editor support.  You can now directly import bases/building layouts from M3Editor.  Additionally, FuMS will support translation of the base to any location on ANY map.
    Static Weapon support
    New AI logic for static weapons
    New AI logic for posting guards in towers and upper stories of buildings
    New Trigger: Zupa Capture points:  Missions can now be controlled off single/multiple capture points - based heavily upon Zupa's Capture points.
     
    Some bug fixes. (see GitHub)
  9. Like
    horbin got a reaction from second_coming in Fulcrum Mission System v2.1a   
    v1.5g is up:
     
    M3Editor support.  You can now directly import bases/building layouts from M3Editor.  Additionally, FuMS will support translation of the base to any location on ANY map.
    Static Weapon support
    New AI logic for static weapons
    New AI logic for posting guards in towers and upper stories of buildings
    New Trigger: Zupa Capture points:  Missions can now be controlled off single/multiple capture points - based heavily upon Zupa's Capture points.
     
    Some bug fixes. (see GitHub)
  10. Like
    horbin got a reaction from Darth_Rogue in Fulcrum Mission System v2.1a   
    v1.5g is up:
     
    M3Editor support.  You can now directly import bases/building layouts from M3Editor.  Additionally, FuMS will support translation of the base to any location on ANY map.
    Static Weapon support
    New AI logic for static weapons
    New AI logic for posting guards in towers and upper stories of buildings
    New Trigger: Zupa Capture points:  Missions can now be controlled off single/multiple capture points - based heavily upon Zupa's Capture points.
     
    Some bug fixes. (see GitHub)
  11. Like
    horbin got a reaction from DirtySanchez in Fulcrum Mission System v2.1a   
    Second, Dirty,  that capability is in the works...
     
    Kroenen,
      
      MadScience - check the Horde.sqf.  No loot is set to spawn. You don't get loot for killing zombies! come one! :)  You can add loot there if you want too.
      HeloCrash - if you don't like the scatter loot, I would recommend just commenting the theme out of the BaseServer.sqf.  Some things you just can't fix with Arma3. :)
      Aquatic Missions - 
     
      "Coastal Missions" - if you mean missions that spawn near the coast..then yes, sometimes AI will walk in water, when they do, they can not shoot.
     
    EPOCH restricted until server side code is opened.
    MadScience and Raptors will EAT admins. Damage is hard coded in EH's and does not check for any sort of 'status'
    Vehicle issue is 'probably' due to causes I discussed in the post specifically concerned with this.  And it is something that is probably affecting any mod that is trying to add more vehicles to the map than EPOCH is 'statically' set to handle.
     
    FuMS is a tool for admins to help them build and easily maintain various missions. The themes provided with it are for 'demo' purposes. They provide examples on how to utilize each of the options.  I do not spend alot of time testing individual missions for quirks.
  12. Like
    horbin got a reaction from DirtySanchez in Fulcrum Mission System v2.1a   
    Dirty,
      Not sure what you are saying.  That list is only looked at when an AI dies.  If the AI got hold of the weapon, they got it from some configuration setting in their SoldierData.
  13. Like
    horbin got a reaction from DirtySanchez in Fulcrum Mission System v2.1a   
    Yea, the code posted earlier will let me sell.  Vehicles occupied by players are not getting pushed to the hive(saved to the database). Not sure if its me shutting down the server before it is saved, or if there is something I am missing.
  14. Like
    horbin got a reaction from DirtySanchez in Fulcrum Mission System v2.1a   
    Scatter Loot Fix:
    Add the following after line 26 in \FuMS\HC\Loot\Scatter.sqf
     
     _box setPosATL [_randomPos select 0, _randomPos select 1, 2];
     
    This forces the weaponHolderSimulated to spawn 2 meters above the ground. Game physics will then let it fall the the ground, ensuring the container and its associated 'loot' are visible.
  15. Like
    horbin got a reaction from DirtySanchez in Fulcrum Mission System v2.1a   
    Can someone explain to me what they mean by 'static spawn'?
     
    I sort of feeling the mod does this right now, unless I am totally misunderstanding what some folks are looking for.
     
     
     
    Dirty,
      Thanks for the code. This is what I am using right now. along with:
         _vehObj call EPOCH_server_save_vehicle;    _vehObj call EPOCH_server_vehicleInit;     I am still having an issue getting mission vehicles to persist through resets...but with the above 2 lines they become sellable to merchants.
  16. Like
    horbin got a reaction from stonXer in Fulcrum Mission System v2.1a   
    Scatter Loot Fix:
    Add the following after line 26 in \FuMS\HC\Loot\Scatter.sqf
     
     _box setPosATL [_randomPos select 0, _randomPos select 1, 2];
     
    This forces the weaponHolderSimulated to spawn 2 meters above the ground. Game physics will then let it fall the the ground, ensuring the container and its associated 'loot' are visible.
  17. Like
    horbin got a reaction from DaCoon in Fulcrum Mission System v2.1a   
    DaCoon,
        Set the 1st option in the \FuMS\Themes\BaseServer.sqf   to true.
     
    and you are configured.
  18. Like
    horbin got a reaction from DaCoon in Fulcrum Mission System v2.1a   
    yes. if you need help setting it up, let me know.
  19. Like
    horbin got a reaction from DirtySanchez in Fulcrum Mission System v2.1a   
    ReMus,
       Multi-HC's work, just have to coordinate the connection issue if you ONLY want FuMS on one of them. (Have the FuMS HC connect 1st).
     
    Kroenen,
       Look in the \FuMS\Themes\BaseServer.sqf. Under 'Map Definitions and FuMS configuration' set to  true, //Enable FuMS mission to run on the main server.
      Also, if you don't want to use the Raptor theme, just comment it out of the 'Active Themes' section.
      Best to read through the BaseServer.sqf, \Themes\Test\ThemeData.sqf, and \Themes\Test\TestMission01.sqf to get a fell for how to modify things if you want to go outside the generic install.
     
    DirtyS,
      I will double check the code, but all players should be hearing the sounds.  It is controlled by a PV.  When the zombies spot someone, the script searches for all players within ear shot, and then pushes the PV to them, triggering the sound effects.
  20. Like
    horbin got a reaction from ZENITHOVMAN in Fulcrum Mission System v2.1a   
    Zenith,
      That is a 'map' definition' issue. The map defines those areas as 'marine' regions.  Only way I know around this is to set up your on set of custom locations in the 'Locations' section for the theme.
     
     
     
    I am aware of the Helo issue. They do seem to be spawning in and sometimes hovering or moving at something other than 'limited' or 'normal' speed.  Looking into it.
  21. Like
    horbin got a reaction from second_coming in Fulcrum Mission System v2.1a   
    http://makearmanotwar.com/entry/ec2EDrOCkM#.VT0zFfnF9EK
     
    It's coming to FuMS, very very soon.
     
    Also, if you are getting a lot of those 'object' errors in your .rpt file. It has been found that the following basic.cfg settings are improving server performance
     
    //MaxMsgSend = 128; //MaxSizeNonguaranteed = 64;    
    Thanks MillerTime from HighTimez Gaming.
  22. Like
    horbin got a reaction from Metalfoundry in Fulcrum Mission System v2.1a   
    Right now, it looks at the order of connection to determine what themes to run.
     
    I will look at adding code so that instead of an order, you can specify a 'name'.
     
    Next update :)
  23. Like
    horbin got a reaction from second_coming in Fulcrum Mission System v2.1a   
    Right now, it looks at the order of connection to determine what themes to run.
     
    I will look at adding code so that instead of an order, you can specify a 'name'.
     
    Next update :)
  24. Like
    horbin got a reaction from ZENITHOVMAN in Fulcrum Mission System v2.1a   
    Right now, it looks at the order of connection to determine what themes to run.
     
    I will look at adding code so that instead of an order, you can specify a 'name'.
     
    Next update :)
  25. Like
    horbin got a reaction from Darth_Rogue in Fulcrum Mission System v2.1a   
    Right now, it looks at the order of connection to determine what themes to run.
     
    I will look at adding code so that instead of an order, you can specify a 'name'.
     
    Next update :)
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