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horbin

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  1. Like
    horbin got a reaction from computermancer in Fulcrum Mission System v2.1a   
    Its coming...I have some code working right now that allows AI to discriminate based upon a player's name...just still in the works.
     
    Trying hard right now to bust out this server side modification of FuMS...before I head to KeyWest for the next 10 days!....Last week of lobster season, and I'm looking for some good bottom time!
     
     
    Edit:  Oh find my issue... Array1 = [] + Array2 will make independent copies of an array.
       Array1 = Array2    just makes another reference to the same array.
     
    Give me C or C++ so I know when I am using pointers!!!!!..or atleast lets me override a constructor.
  2. Like
    horbin got a reaction from computermancer in Fulcrum Mission System v2.1a   
    FuMS already does this admin thing, in a much more 'clean' manner.
     
    If you are desiring AI to follow you around and be your buds, wait till mid April. I should have that sort of logic worked out :)
     
    Aside from that, with FuMS you can spawn AI on yourself, or any other player,  you can even spawn a prison cell around a player if you so desire, then have a helo drop troops in the 'arena' with him.
     
    Its up to you. It's what FuMS was built for...build what you want, without having to fat finger the code!
  3. Like
    horbin got a reaction from SpiRe in Fulcrum Mission System v2.1a   
    FuMS already does this admin thing, in a much more 'clean' manner.
     
    If you are desiring AI to follow you around and be your buds, wait till mid April. I should have that sort of logic worked out :)
     
    Aside from that, with FuMS you can spawn AI on yourself, or any other player,  you can even spawn a prison cell around a player if you so desire, then have a helo drop troops in the 'arena' with him.
     
    Its up to you. It's what FuMS was built for...build what you want, without having to fat finger the code!
  4. Like
    horbin got a reaction from Darth_Rogue in Fulcrum Mission System v2.1a   
    FuMS already does this admin thing, in a much more 'clean' manner.
     
    If you are desiring AI to follow you around and be your buds, wait till mid April. I should have that sort of logic worked out :)
     
    Aside from that, with FuMS you can spawn AI on yourself, or any other player,  you can even spawn a prison cell around a player if you so desire, then have a helo drop troops in the 'arena' with him.
     
    Its up to you. It's what FuMS was built for...build what you want, without having to fat finger the code!
  5. Like
    horbin got a reaction from computermancer in Fulcrum Mission System v2.1a   
    v1.5 preview: Should post tomorrow evening:  The big one being ServerSide FuMS support for those w/o Headless Client capability.
     
    -----v1.5--------  +CrazedClone AI Logic added  based upon Gulozwood scripting.    +MadScience Theme   At server start 9 random towns are chosen as infected zones.   When a player gets near the center of an infected town, the crazed clones materialize. crazed clones WILL attack AI too.     +SafeBase Code added   When an encounter is created at a random location, FuMS now checks for plot poles within 200m of the location. If any are found   FuMS then searches for players within 200m of each plot pole. If players are found, a new position is generated. If after   15 attempts a good position can not be found, the mission will spawn ignoring these plot pole, player checks.     +AI controlled vehicle ammo now follows AI's unlimitedAmmo flag defined in GlobalSoldierData.sqf  +BaseServer Option:      Added option in Loot section to zero out vehicle ammo the 1st time players occupy/capture an AI controlled vehicle.    +ServerSide FuMS enabled!  Due to the large potential load that FuMS can place on a server, some of the themes packaged with FuMS have been set to HC only. The   following themes will spawn as part of the default config. If additional themes are desired the BaseServer.sqf will need to be modified  by an admin:       SEM, Small, Aquatic, MadScience - default to run on Server AND HC's  HeloPatrols, TownRaid, Test - default to run on 1st HC's only   Note: ServerSide FuMS support is ENABLED by default. To turn OFF Serverside FuMS change line 14 of \FuMS\init.sqf to:    FuMS_ServerFuMSEnable = false;       OR ensure no theme is configured to run on the server (no values of -1 or 0 in BaseServer.sqf).   Default to ENABLED was set to support a larger range of players.     Note: For initial testing map notification for the MadScience theme is on, to allow admins to see how things will look, and to locate towns  to do their own testing. It is recommended that when you move to a live server to set line 14 of \FuMS\Themes\MadScience\SpawnTrigger.sqf to false to hide the 'infected' towns from players. This theme spawns in 9 random towns, so running it on both the server and the HC will make for a good party.   Note: Themes set with a -1 value in BaseServer.sqf will run on BOTH the server and all HC's that connect to the server. This will result in dramatic scaling of the number of missions running. As an example, the Aquatic theme spawns 3 water encounters and maintains 3 up at all times. This theme is configured to run on both the Server and HC's, so when an HC conncect, another 3 (total 6) aquatic encounters will be maintained. If/when the HC disconnects, FuMS will reduce the number of aquatic missions back down to 3.   Basically, themes with -1 set will run in duplicate, once on the server, once on the HC. (see BaseServer.sqf)
  6. Like
    horbin got a reaction from second_coming in Fulcrum Mission System v2.1a   
    v1.5 preview: Should post tomorrow evening:  The big one being ServerSide FuMS support for those w/o Headless Client capability.
     
    -----v1.5--------  +CrazedClone AI Logic added  based upon Gulozwood scripting.    +MadScience Theme   At server start 9 random towns are chosen as infected zones.   When a player gets near the center of an infected town, the crazed clones materialize. crazed clones WILL attack AI too.     +SafeBase Code added   When an encounter is created at a random location, FuMS now checks for plot poles within 200m of the location. If any are found   FuMS then searches for players within 200m of each plot pole. If players are found, a new position is generated. If after   15 attempts a good position can not be found, the mission will spawn ignoring these plot pole, player checks.     +AI controlled vehicle ammo now follows AI's unlimitedAmmo flag defined in GlobalSoldierData.sqf  +BaseServer Option:      Added option in Loot section to zero out vehicle ammo the 1st time players occupy/capture an AI controlled vehicle.    +ServerSide FuMS enabled!  Due to the large potential load that FuMS can place on a server, some of the themes packaged with FuMS have been set to HC only. The   following themes will spawn as part of the default config. If additional themes are desired the BaseServer.sqf will need to be modified  by an admin:       SEM, Small, Aquatic, MadScience - default to run on Server AND HC's  HeloPatrols, TownRaid, Test - default to run on 1st HC's only   Note: ServerSide FuMS support is ENABLED by default. To turn OFF Serverside FuMS change line 14 of \FuMS\init.sqf to:    FuMS_ServerFuMSEnable = false;       OR ensure no theme is configured to run on the server (no values of -1 or 0 in BaseServer.sqf).   Default to ENABLED was set to support a larger range of players.     Note: For initial testing map notification for the MadScience theme is on, to allow admins to see how things will look, and to locate towns  to do their own testing. It is recommended that when you move to a live server to set line 14 of \FuMS\Themes\MadScience\SpawnTrigger.sqf to false to hide the 'infected' towns from players. This theme spawns in 9 random towns, so running it on both the server and the HC will make for a good party.   Note: Themes set with a -1 value in BaseServer.sqf will run on BOTH the server and all HC's that connect to the server. This will result in dramatic scaling of the number of missions running. As an example, the Aquatic theme spawns 3 water encounters and maintains 3 up at all times. This theme is configured to run on both the Server and HC's, so when an HC conncect, another 3 (total 6) aquatic encounters will be maintained. If/when the HC disconnects, FuMS will reduce the number of aquatic missions back down to 3.   Basically, themes with -1 set will run in duplicate, once on the server, once on the HC. (see BaseServer.sqf)
  7. Like
    horbin got a reaction from Darth_Rogue in Fulcrum Mission System v2.1a   
    v1.5 preview: Should post tomorrow evening:  The big one being ServerSide FuMS support for those w/o Headless Client capability.
     
    -----v1.5--------  +CrazedClone AI Logic added  based upon Gulozwood scripting.    +MadScience Theme   At server start 9 random towns are chosen as infected zones.   When a player gets near the center of an infected town, the crazed clones materialize. crazed clones WILL attack AI too.     +SafeBase Code added   When an encounter is created at a random location, FuMS now checks for plot poles within 200m of the location. If any are found   FuMS then searches for players within 200m of each plot pole. If players are found, a new position is generated. If after   15 attempts a good position can not be found, the mission will spawn ignoring these plot pole, player checks.     +AI controlled vehicle ammo now follows AI's unlimitedAmmo flag defined in GlobalSoldierData.sqf  +BaseServer Option:      Added option in Loot section to zero out vehicle ammo the 1st time players occupy/capture an AI controlled vehicle.    +ServerSide FuMS enabled!  Due to the large potential load that FuMS can place on a server, some of the themes packaged with FuMS have been set to HC only. The   following themes will spawn as part of the default config. If additional themes are desired the BaseServer.sqf will need to be modified  by an admin:       SEM, Small, Aquatic, MadScience - default to run on Server AND HC's  HeloPatrols, TownRaid, Test - default to run on 1st HC's only   Note: ServerSide FuMS support is ENABLED by default. To turn OFF Serverside FuMS change line 14 of \FuMS\init.sqf to:    FuMS_ServerFuMSEnable = false;       OR ensure no theme is configured to run on the server (no values of -1 or 0 in BaseServer.sqf).   Default to ENABLED was set to support a larger range of players.     Note: For initial testing map notification for the MadScience theme is on, to allow admins to see how things will look, and to locate towns  to do their own testing. It is recommended that when you move to a live server to set line 14 of \FuMS\Themes\MadScience\SpawnTrigger.sqf to false to hide the 'infected' towns from players. This theme spawns in 9 random towns, so running it on both the server and the HC will make for a good party.   Note: Themes set with a -1 value in BaseServer.sqf will run on BOTH the server and all HC's that connect to the server. This will result in dramatic scaling of the number of missions running. As an example, the Aquatic theme spawns 3 water encounters and maintains 3 up at all times. This theme is configured to run on both the Server and HC's, so when an HC conncect, another 3 (total 6) aquatic encounters will be maintained. If/when the HC disconnects, FuMS will reduce the number of aquatic missions back down to 3.   Basically, themes with -1 set will run in duplicate, once on the server, once on the HC. (see BaseServer.sqf)
  8. Like
    horbin reacted to computermancer in Fulcrum Mission System v2.1a   
    _horbinSaysYes = _awesome; if (_awesome) then { [] call _HellYeahDude; } else { [] call _sadPanda; };
  9. Like
    horbin reacted to second_coming in Fulcrum Mission System v2.1a   
    Would be good to have the guard use a radio to contact you if anyone gets within range of the jammer :)
  10. Like
    horbin got a reaction from computermancer in Fulcrum Mission System v2.1a   
    Will make for even more fun once the player 'bounty' missions get added in....ever been hunted by a 5 pack of AI? :)
  11. Like
    horbin got a reaction from computermancer in Fulcrum Mission System v2.1a   
    Line 123 of SpawnNotifications.sqf
    if ( count _missionNameOverride > 0) then { // diag_log format ["##SpawnNotifications : override mission %2 name to %1",_missionNameOverride, _markers select 0]; _mkr2 setMarkerText _missionNameOverride; } else { _mkr2 setMarkerText (_markers select 0);}; change too:
    if ( count _missionNameOverride > 0) then { // diag_log format ["##SpawnNotifications : override mission %2 name to %1",_missionNameOverride, _markers select 0]; _mkr2 setMarkerText format[" %1",_missionNameOverride]; } else { _mkr2 setMarkerText format[" %1",(_markers select 0)];}; That should do it.
  12. Like
    horbin got a reaction from computermancer in Fulcrum Mission System v2.1a   
    Darth,
      Got it. I'll have the code to you in the next couple days, and will make it part of the next release too.
  13. Like
    horbin got a reaction from stonXer in Fulcrum Mission System v2.1a   
    Server side FuMS will be available in the next update. FuMS will treat the server just like another HC with respect to functionality.
     
    On vacation next week, so probably will not see that until April.
     
    Also with the next update expect the following:
      CrazedClones - AI logic that makes ai behave in a mindless manner, upon seeing players they will pursue and attack them with their hands.  These AI will also be hated by normal AI so expect firefights!
      PlotPole Awareness - missions will be aware and respect configurable options around plot poles. To include - not spawning hostile missions near them, AND permitting spawning of patrols that are friendly to the owner of the plot pole.(in testing)
  14. Like
    horbin got a reaction from second_coming in Fulcrum Mission System v2.1a   
    Darth,
       try this code.  When a 'random' location is generated, a search is made within 200m of the position. If any plot poles are found, a search is then done within 200m of the plot pole. If players are found, it is assumed they are either at their base...or raiding a base, so another attempt is made to find a good location for the encounter. If after 15 attempts a good spot can't be found, well, it is just going to be someone's bad day...but a log entry is made about it!
     
      Not sure of a 'good' way to test this, on my test server, all alone... so it is untested =), but the logic looks good.
     
    in \FuMS\HC\MsnCtrl\ControlLoop.sqf
    at line 211: remove:
    _pos = [FuMS_MapCenter, _minRange, FuMS_MapRange, _minRange, _waterMode, _terrainGradient, _shoreMode, FuMS_BlackList, FuMS_Defaultpos] call BIS_fnc_findSafePos; and replace with:
    private ["_attempts","_folksHome","_playerList","_plotPoleList"]; _attempts = 15; _playerList = []; _plotPoleList = []; while {_attempts > 0} do { _pos = [FuMS_MapCenter, _minRange, FuMS_MapRange, _minRange, _waterMode, _terrainGradient, _shoreMode, FuMS_BlackList, FuMS_Defaultpos] call BIS_fnc_findSafePos; _plotPoleList = nearestObjects [_pos, ["PlotPole_EPOCH"], 200]; if (count _plotPoleList != 0 ) then // find a plot pole, check for players at home or base raiding. { _folksHome = false; { _playerList = _x nearEntities ["Man",200]; if (count _playerList > 0) exitwith {_folksHome = true;}; // plot pole, with players home! }foreach _plotPoleList; if (!_folksHome) then {_attempts=-1;};//no one home at any of the plot poles, position is good! } else {_attempts=-1;}; // no plot poles, so position is good. }; if (_attempts == 0) then { diag_log format ["##ControlLoop: Unable to find good position for %1/%2, spawning near players: %3!!", _missionTheme, _activeMission, _playerList]; };
  15. Like
    horbin got a reaction from ZENITHOVMAN in Fulcrum Mission System v2.1a   
    Darth,
       try this code.  When a 'random' location is generated, a search is made within 200m of the position. If any plot poles are found, a search is then done within 200m of the plot pole. If players are found, it is assumed they are either at their base...or raiding a base, so another attempt is made to find a good location for the encounter. If after 15 attempts a good spot can't be found, well, it is just going to be someone's bad day...but a log entry is made about it!
     
      Not sure of a 'good' way to test this, on my test server, all alone... so it is untested =), but the logic looks good.
     
    in \FuMS\HC\MsnCtrl\ControlLoop.sqf
    at line 211: remove:
    _pos = [FuMS_MapCenter, _minRange, FuMS_MapRange, _minRange, _waterMode, _terrainGradient, _shoreMode, FuMS_BlackList, FuMS_Defaultpos] call BIS_fnc_findSafePos; and replace with:
    private ["_attempts","_folksHome","_playerList","_plotPoleList"]; _attempts = 15; _playerList = []; _plotPoleList = []; while {_attempts > 0} do { _pos = [FuMS_MapCenter, _minRange, FuMS_MapRange, _minRange, _waterMode, _terrainGradient, _shoreMode, FuMS_BlackList, FuMS_Defaultpos] call BIS_fnc_findSafePos; _plotPoleList = nearestObjects [_pos, ["PlotPole_EPOCH"], 200]; if (count _plotPoleList != 0 ) then // find a plot pole, check for players at home or base raiding. { _folksHome = false; { _playerList = _x nearEntities ["Man",200]; if (count _playerList > 0) exitwith {_folksHome = true;}; // plot pole, with players home! }foreach _plotPoleList; if (!_folksHome) then {_attempts=-1;};//no one home at any of the plot poles, position is good! } else {_attempts=-1;}; // no plot poles, so position is good. }; if (_attempts == 0) then { diag_log format ["##ControlLoop: Unable to find good position for %1/%2, spawning near players: %3!!", _missionTheme, _activeMission, _playerList]; };
  16. Like
    horbin got a reaction from second_coming in Fulcrum Mission System v2.1a   
    Server side FuMS will be available in the next update. FuMS will treat the server just like another HC with respect to functionality.
     
    On vacation next week, so probably will not see that until April.
     
    Also with the next update expect the following:
      CrazedClones - AI logic that makes ai behave in a mindless manner, upon seeing players they will pursue and attack them with their hands.  These AI will also be hated by normal AI so expect firefights!
      PlotPole Awareness - missions will be aware and respect configurable options around plot poles. To include - not spawning hostile missions near them, AND permitting spawning of patrols that are friendly to the owner of the plot pole.(in testing)
  17. Like
    horbin got a reaction from Darth_Rogue in Fulcrum Mission System v2.1a   
    Server side FuMS will be available in the next update. FuMS will treat the server just like another HC with respect to functionality.
     
    On vacation next week, so probably will not see that until April.
     
    Also with the next update expect the following:
      CrazedClones - AI logic that makes ai behave in a mindless manner, upon seeing players they will pursue and attack them with their hands.  These AI will also be hated by normal AI so expect firefights!
      PlotPole Awareness - missions will be aware and respect configurable options around plot poles. To include - not spawning hostile missions near them, AND permitting spawning of patrols that are friendly to the owner of the plot pole.(in testing)
  18. Like
    horbin got a reaction from computermancer in Fulcrum Mission System v2.1a   
    The mission you spawn will follow the 'respawn' characteristics of the theme it belongs too.
     
    The 2 example missions I put in the 'admin' theme will only spawn once per server reset.
     
    Basically you will want to have a theme, like the 'admin' theme, that has a LONG respawn timer.  Put the missions you wish to 'admin' spawn there.  Otherwise, launching a mission from a different theme, is just the same as 'toggling' that theme to on, but just with the 1 mission you are launching.
     
    Hope that helps.
  19. Like
    horbin got a reaction from unrealPANDA in Fulcrum Mission System v2.1a   
    v1.4 is out.
     
    Multi-HC support.
    Full Admin mission spawning support, to include spawn of encounters on other players and admin
    Syntax checking now added to FuMS.  Missions and Config files are actively parsed at server start to validate data.
      Direct errors and their location are now logged to .rpt to assist in custom mission configuration.
     
    95% of files moved to server side.  mission.pbo foot print now ~35kb!!!!
  20. Like
    horbin got a reaction from stonXer in Fulcrum Mission System v2.1a   
    v1.4 is out.
     
    Multi-HC support.
    Full Admin mission spawning support, to include spawn of encounters on other players and admin
    Syntax checking now added to FuMS.  Missions and Config files are actively parsed at server start to validate data.
      Direct errors and their location are now logged to .rpt to assist in custom mission configuration.
     
    95% of files moved to server side.  mission.pbo foot print now ~35kb!!!!
  21. Like
    horbin got a reaction from computermancer in Fulcrum Mission System v2.1a   
    v1.4 is out.
     
    Multi-HC support.
    Full Admin mission spawning support, to include spawn of encounters on other players and admin
    Syntax checking now added to FuMS.  Missions and Config files are actively parsed at server start to validate data.
      Direct errors and their location are now logged to .rpt to assist in custom mission configuration.
     
    95% of files moved to server side.  mission.pbo foot print now ~35kb!!!!
  22. Like
    horbin got a reaction from second_coming in Fulcrum Mission System v2.1a   
    v1.4 is out.
     
    Multi-HC support.
    Full Admin mission spawning support, to include spawn of encounters on other players and admin
    Syntax checking now added to FuMS.  Missions and Config files are actively parsed at server start to validate data.
      Direct errors and their location are now logged to .rpt to assist in custom mission configuration.
     
    95% of files moved to server side.  mission.pbo foot print now ~35kb!!!!
  23. Like
    horbin got a reaction from jjvaardt in Fulcrum Mission System v2.1a   
    v1.4 is out.
     
    Multi-HC support.
    Full Admin mission spawning support, to include spawn of encounters on other players and admin
    Syntax checking now added to FuMS.  Missions and Config files are actively parsed at server start to validate data.
      Direct errors and their location are now logged to .rpt to assist in custom mission configuration.
     
    95% of files moved to server side.  mission.pbo foot print now ~35kb!!!!
  24. Like
    horbin got a reaction from ZENITHOVMAN in Fulcrum Mission System v2.1a   
    v1.4 is out.
     
    Multi-HC support.
    Full Admin mission spawning support, to include spawn of encounters on other players and admin
    Syntax checking now added to FuMS.  Missions and Config files are actively parsed at server start to validate data.
      Direct errors and their location are now logged to .rpt to assist in custom mission configuration.
     
    95% of files moved to server side.  mission.pbo foot print now ~35kb!!!!
  25. Like
    horbin got a reaction from MillerTime in Fulcrum Mission System v2.1a   
    v1.4 is out.
     
    Multi-HC support.
    Full Admin mission spawning support, to include spawn of encounters on other players and admin
    Syntax checking now added to FuMS.  Missions and Config files are actively parsed at server start to validate data.
      Direct errors and their location are now logged to .rpt to assist in custom mission configuration.
     
    95% of files moved to server side.  mission.pbo foot print now ~35kb!!!!
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