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joquinn

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Posts posted by joquinn

  1. Love the mod man!  Keep up the great work!

     

    Feature Request:

    I've already started adding this myself but could we get static weapon support at the missions.  My play was to add them just like any vehicle (to the convoy vehicle section).  Then just check if the type of vehicle is a static weapon.  Then adjust "pilot" parameters accordingly and not add "crew".

     

    I apologize if this already works or I have missed a new version.

  2. I get what you re saying now on the headless client IDs.  Also kept having problems with it looking like some missions didn't spawn and then two copies of missions spawned.  I also was experiencing low server fps.

     

    I discovered what I think the problem is.  Check line 6 in FuMsnInit.sqf.  In your code it has !(hasinterface).  The description says this section is to be executed on the headless client.  Except !(hasInterface) isn't enough to guarantee you are on the HC.  I changed it to (!isServer && !isDedicated && !hasInterface) and I stopped getting flaky mission spawn behavior.  Only one copy of each mission.  It also seems that about the same time random, non named, location spawning started working again.  However I also made a few other tweaks.  So I'm not sure if I actually fixed the issue or if I caused the issue to begin with, then fixed it with the code above plus the other tweaks.

  3. Great work on the mission system.  Been having lots of fun with it on my test server.

     

    Noticed something after updating from an old version to 1.5.  I think the options for whether to use global loot data and global soldier data in the theme are backwards.  I removed the solfierdata file from the 'small' theme.  I then started getting rpt errors saying there was a problem with loot but it listed soldierdata.sqf as the offending file.  Not a show stopper as I have changed all my themes to use both global soldier and global loot now.  Just wanted to mention it.

     

    Also on HCs:  I noticed that when I changed the configs so that all themes spawn on HC 1 (I only run one currently) no missions spawned.  After checking I noticed it was because the mission system thought the current HC was HC number 3.  My guess is that when the HC disconnects then connects back it gets a new HC number.  I can't think of a work around for this issue.  I just set all my themes back to the -1 option.  However this will affect future use of multiple HCs.  Perhaps it would be possible to put a text string in the field with the profile name of the desired HC?  Don't know.

     

    One last thing...the ability to spawn missions at totally random spots appears to be broken.  All my missions now spawn in random cities instead of random locations anywhere.  Tried something like ["mission',0] but that through an error in the RPT.  I have probably missed something you changed as far as how to define this but can't find it ATM.  Is it possible to still spawn missions at random x,y coordinates as in previous versions?  If so how?  ;-)

     

    Now some feature requests:

    1. The ability to make a convoy style mission where the mission marker follows the convoy group rather than being statically located at the start or finish of the mission.  I added this functionality to one of your earlier versions but wasn't able to keep it working through your updates.

     

    2. The option to not spawn missions within x meters of any other mission.

     

    3. Add a water check within x meters of any chosen mission location not designated as supposed to be on water.  If it fails choose a new location and check again, etc.  Sometimes a mission spawns on the shore on land but assets and AI wind up in the water.  The easiest option would be to check in all four compass directions out to a distance of maybe 1.5x the mission radius.  If that is too complicated make it a fixed amount (say 200 m) that can be configured via an option in the mission system configs.  See DZMS from Arma2 for an example of this implemented.  (In fact I used the DZMS code as an example to modify an earlier version of your mission system).  It isn't perfect (can still hit lakes or water in areas with really irregular shore lines) but it works in a pinch.

     

    4. A function that allows an array of map center positions and map radius to be defined based on map (world) name.  This makes it a lot easier to add future map support without needing a different version of the mission system for every map.  Admin just extends the array with data for a new map and viola!

     

     

    Once again great work!  Keep it up!

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