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mimic

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Posts posted by mimic

  1. Having a problem with your script, and this one: 

     

    Your script prevents the spawn dialog script from working. Something about the "onPlayerKilled" and "onPlayerRespawn" files is preventing the spawn dialog script from working properly. When I comment out your script in my init.sqf, and remove those two files from my mission file, the other script works fine. When I add your stuff back in, it doesn't load.

     

    No error's in the server or client RPT files.

    I'm wondering if I can get a response on this?

     

    Your script is awesome, but those two files are interfering with the spawn script and causing it not to work. Can you please look into this and see if there is any other way for you to have this same functionality without interfering with other scripts?

     

    Thanks!

  2. Hey horbin,

     

    Hope you had a great trip. Welcome back.

     

    Was hoping you could provide some insight into something. I am having a problem with FuMS thinking my HC has disconnected when it really hasn't. This is what I'm seeing in my server RPT.

    17:41:42 "<FuMS> HeartMonitor: B Alpha 1-1:1 (HC_HAL) REMOTE: 1st Heart beat missed!!FuMS_HC_isAlive3"
    17:41:46 "<FuMS> HeartMonitor:B Alpha 1-1:1 (HC_HAL) REMOTE: 2nd Heart beat missed!!FuMS_HC_isAlive3"
    17:41:54 "<FuMS> HeartMonitor: B Alpha 1-1:1 (HC_HAL) REMOTE: 1st Heart beat missed!!FuMS_HC_isAlive3"
    17:41:56 Warning Message: Bad vehicle type H_47_EPOCH
    17:41:58 "<FuMS> HeartMonitor:B Alpha 1-1:1 (HC_HAL) REMOTE: 2nd Heart beat missed!!FuMS_HC_isAlive3"
    17:42:06 "<FuMS> HeartMonitor: B Alpha 1-1:1 (HC_HAL) REMOTE: 1st Heart beat missed!!FuMS_HC_isAlive3"
    17:42:10 "<FuMS> HeartMonitor:B Alpha 1-1:1 (HC_HAL) REMOTE: 2nd Heart beat missed!!FuMS_HC_isAlive3"
    17:42:18 "<FuMS> HeartMonitor: B Alpha 1-1:1 (HC_HAL) REMOTE: 1st Heart beat missed!!FuMS_HC_isAlive3"
    17:42:26 "<FuMS> HeartMonitor: B Alpha 1-1:1 (HC_HAL) REMOTE: 1st Heart beat missed!!FuMS_HC_isAlive3"
    17:42:30 "<FuMS> HeartMonitor:B Alpha 1-1:1 (HC_HAL) REMOTE: 2nd Heart beat missed!!FuMS_HC_isAlive3"
    17:42:38 "<FuMS> HeartMonitor: B Alpha 1-1:1 (HC_HAL) REMOTE: 1st Heart beat missed!!FuMS_HC_isAlive3"
    17:42:42 "<FuMS> HeartMonitor:B Alpha 1-1:1 (HC_HAL) REMOTE: 2nd Heart beat missed!!FuMS_HC_isAlive3"
    17:42:44 Warning Message: Bad vehicle type H_61_EPOCH
    17:42:44 Cannot create non-ai vehicle ItemSodaPurple,
    17:42:46 "<infiSTAR.de FNC_AH1250_KICKLOGSPAWN> ["bt60vhic73yh17jlim",["Zazriel","76561197980026825","LVC",B Alpha 1-2:2 (Zazriel) REMOTE,"C_Offroad_01_EPOCH",[15089.3,218.872,0.875515]]]"
    17:42:46 "<FuMS> HeartMonitor:B Alpha 1-1:1 (HC_HAL) REMOTE: Disconnect detected. Cleaning up the Mess!!!!FuMS_HC_isAlive3"
    17:42:46 "##HC_DataCleanup: FuMS_HCIDs:[0,3]"
    17:42:46 "##HC_DataCleanup: FuMS_HCNames:["SERVER","HC_HAL"]"
    17:42:46 "##HC_DataCleanup: _varName :FuMS_HC_HAL_AIGroups3"
    17:42:46 "HC:CLEANUP Groups: 24 deleted from "
    17:42:46 "HC:CLEANUP: R Bravo 1-3:1 REMOTE being checked."
    17:42:46 "HC:CLEANUP: R Bravo 1-3:1 REMOTE deleted"
    17:42:46 "HC:CLEANUP: R Bravo 1-3:2 REMOTE being checked."
    17:42:46 "HC:CLEANUP: R Bravo 1-3:2 REMOTE deleted"
    17:42:46 "HC:CLEANUP: R Bravo 1-3:6 REMOTE being checked."
    17:42:46 "HC:CLEANUP: R Bravo 1-3:6 REMOTE deleted"
    17:42:46 "HC:CLEANUP: R Bravo 2-2:1 REMOTE being checked."
    17:42:46 "HC:CLEANUP: R Bravo 2-2:1 REMOTE deleted"
    17:42:46 "HC:CLEANUP: R Bravo 2-2:2 REMOTE being checked."
    17:42:46 "HC:CLEANUP: R Bravo 2-2:2 REMOTE deleted"
    17:42:46 "HC:CLEANUP: R Bravo 2-2:6 REMOTE being checked."
    17:42:46 "HC:CLEANUP: R Bravo 2-2:6 REMOTE deleted"
    17:42:46 "HC:CLEANUP: R Bravo 3-1:1 REMOTE being checked."
    17:42:46 "HC:CLEANUP: R Bravo 3-1:1 REMOTE deleted"
    17:42:46 "HC:CLEANUP: R Bravo 3-1:2 REMOTE being checked."
    17:42:46 "HC:CLEANUP: R Bravo 3-1:2 REMOTE deleted"
    17:42:46 "HC:CLEANUP: R Bravo 3-1:6 REMOTE being checked."
    17:42:46 "HC:CLEANUP: R Bravo 3-1:6 REMOTE deleted"
    17:42:46 "HC:CLEANUP: R Bravo 3-3:1 REMOTE being checked."
    17:42:46 "HC:CLEANUP: R Bravo 3-3:1 REMOTE deleted"
    17:42:46 "HC:CLEANUP: R Bravo 3-3:2 REMOTE being checked."
    17:42:46 "HC:CLEANUP: R Bravo 3-3:2 REMOTE deleted"
    17:42:46 "HC:CLEANUP: R Bravo 3-3:6 REMOTE being checked."
    17:42:46 "HC:CLEANUP: R Bravo 3-3:6 REMOTE deleted"
    17:42:46 "HC:CLEANUP: 12 vehicles checked for FuMS_HC_HAL_Vehicles3"
    17:42:46 "HC:CLEANUP Markers: 10 deleted from FuMS_HC_HAL_Markers3"
    17:42:46 "HC:CLEANUP Buildings: 1 deleted from FuMS_HC_HAL_Buildings3"
    17:42:46 "HCCLEANUP Triggers: 7 deleted from FuMS_HC_HAL_Triggers3"
    17:42:46 "<FuMS> HeartMonitor: HC:B Alpha 1-1:1 (HC_HAL) REMOTE: Complete in 0 secs!FuMS_HC_isAlive3"
    17:42:46 "<FuMS> HeartMonitor: Has ended for B Alpha 1-1:1 (HC_HAL) REMOTE:FuMS_HC_isAlive3"
    

    There is nothing out of the ordinary in the HC RPT file at the exact same time. The HC stays connected even after the missions are all cleaned up. If I restart the HC the missions re-appear again. If I just leave it they don't.

     

    Any idea what's going on?

  3. Mimic,

        Try making the following changes to \FuMS\Functions\HeartMonitor.sqf  at lines 23-29

    [_owner, _hcID] spawn
    {
        private ["_prefix","_hcID","_pulse","_status","_owner","_start","_dead"];
        _prefix = "FuMS_HC_isAlive";
        _owner = _this select 0;
       // _hcID = owner _owner;
       _hcID = _this select 1;
    

    I can test this myself when I get back from my trip.  This may fix it...but if not, I'll have to start some more in-depth troubleshooting.

    Finally got a chance to test this. Didn't change anything. When the HC times out and disconnects from the server the AI are transferred server side and don't get cleaned up. When the HC reconnects it spawns a duplicate set of missions doubling the AI and missions.

    6g7SWpA.png

     

    At this point the only "fix" I have found is that when I see the HC losing connection I use DaRT to temp ban the HC for 15 minutes. This causes the HC to be kicked and does initiate the cleanup. The HC reconnects in 15 minutes and all is well. But this requires me to catch the disconnect in progress.

  4. if ( _type isKindOf "Air" or _type isKindOf "LandVehicle" or _type isKindOf "Ship") then {                                 
    _bldg = [ _type, _newPos, [], 30, "CAN_COLLIDE"] call FuMS_fnc_HC_Util_HC_CreateVehicle;    
    }else
    {
    _bldg = createVehicle [ _type, _newpos,[], 0,"CAN_COLLIDE"];
    };
    

    this is what it looks for at the moment.

     

    Needs to be this:

    if ( _type isKindOf "Air" or _type isKindOf "LandVehicle" or _type isKindOf "Ship") then {                                 
    _bldg = [ _type, _newPos, [], 0, "CAN_COLLIDE"] call FuMS_fnc_HC_Util_HC_CreateVehicle;    
    }else
    {
    _bldg = createVehicle [ _type, _newpos,[], 0,"CAN_COLLIDE"];
    };
    
  5. Sigh... testing is going to have to wait. Lost power where my servers are connected. Going to have to wait till I get off work to deal with it. I'll report back once I've had a chance to test.

     

    That said, you may want to look into how Face has setup his headless client scripting in A3EAI. His is the same as Option 2 that I posted earlier. It recognizes the reconnect and transfers the missions and AI back to the headless client when it reconnects.

  6. Testing that this morning.

     

    Just to confirm, this is what it's supposed to look like?

    /* [_owner] spawn
    {
        private ["_prefix","_hcID","_pulse","_status","_owner","_start","_dead"];
        _prefix = "FuMS_HC_isAlive";
        _owner = _this select 0;
        _hcID = owner _owner;
        _owner = format ["%1",_owner]; // convert it to text, so when it goes dead, we still know its name! */
    
    // START NEW CODE //
    [_owner, _hcID] spawn
    {
    	private ["_prefix","_hcID","_pulse","_status","_owner","_start","_dead"];
    	_prefix = "FuMS_HC_isAlive";
    	_owner = _this select 0;
    	// _hcID = owner _owner;
    	_hcID = _this select 1;
    // END NEW CODE //
        _pulse = format ["%1%2",_prefix, _hcID];
        _dead = false;
        if (_hcID == 0) exitWith
    
  7. Mimic,

        Current coding is as you described in option 1.  Missions/AI/vehicles are cleaned up by the server when the HC disconnects.

     

    If you are not seeing this occur, send me a copy of your server logs for the period where the HC disconnects.  There should be info in the server.rpt that identifies the disconnect and shows what is being deleted.

    Horbin,

     

    I have tested a few things and hopefully this narrows it down for you.

    1. When the headless client is kicked from the server the cleanup is performed as expected.

       

    2. If the headless client crashes, or is closed on the machine running it the missions and AI are handed off to run server side.

       

    3. If the headless client loses connection to the server and is disconnected the missions and AI are handed off to run server side.

    Here's a link to my server RPT file for when the headless client loses connection(http://pastebin.com/fyHmfzEp). I simulated this by unplugging the network cable from the machine running the headless client. I waited 2 minutes before shutting down the server and deeming the cleanup a failure.

     

    Here's a screenshot of my ASM graph showing the AI switching from Remote (HC) to Local (Server Side).

    jdX86uP.png

     

    I shutdown the server right after the disconnect test that's why the graph suddenly drops off.

  8. I have a question regarding the headless client and currently running missions.

     

    Occasionally the headless client disconnects from the server. When this happens the following occurs:

     

    Current HC Failure Scenario

    • Headless client disconnects
      - All missions and AI are transferred to the server
    • Headless client reconnects
      - New set of missions and AI are spawned on the headless client doubling the number of missions / AI that are up at one time

     

     

    What I think should happen is to give the server owner/manager 2 options of how to handle a headless client disconnect.

     

    Option 1

    • Headless client disconnects
      - All missions and AI are cleaned up
    • Headless client reconnects
      - New missions are spawned

    Option 2

    • Headless client disconnects
      - All missions and AI are transferred to the server
    • Headless client reconnects
      - All missions and AI are transferred back to the headless client

     

    If you can't code up both these as options the server admin can pick from, then I'd prefer option #1. It would provide the highest level of performance. Ya it might frustrate players a bit if they're clearing a mission and it disappears because the HC disconnected, but the HC doesn't crash often enough to cause that much of an issue. And missions will come back pretty quickly once the HC reconnects.

     

    My concern here is for player and server performance. Current situation is not ideal by any means.

  9. and how i insert this vehicles with the same spawnpoint as the missions? atm it use the coords i give when i write the vehicle into the sqf.

     

    and is it possible to use a Z coordinate for 50Cal. ? would like to put it on a Roof from a building.. also the AI.

    Kyrane,

     

    All the information you need to do this you already have. Just look at "Themes/Convoy/LandPatrol.sqf" for an example of how to add vehicles to a mission.

     

    We're not trying to be rude, but honestly you're asking a lot of questions you can figure out on your own by just looking at what's there already. It's not that hard.

     

    As far as a Z coordinate goes for unit placement, I don't think that's possible. The offset only allows for X & Y, not Z.

  10. @horbin

     

    2. On Bornholm, the Land Patrol doesn't drive around. They just sit there. Take an exact copy of the files and put them on an Altis server, and it works perfectly.

     

    FIXED!!!
    Problem is with Bornholm map. No urban areas are defined as "Villages" on the map. So the following needs to change: 

    [["RESISTANCE","COMBAT","RED","COLUMN"],[[3,"Driver"]],["TrackRoute",[0,0],[0,0],["SAFE","LIMITED",["Villages","Villages"],true,true,false,0]]]
    

    to this, and have "Cities","Captials" added to the waypoints:

    [["RESISTANCE","COMBAT","RED","COLUMN"],[[3,"Driver"]],["TrackRoute",[0,0],[0,0],["SAFE","LIMITED",["Villages","Cities","Capitals"],true,true,false,0]]]
    

    This should be updated on your master files that everyone downloads to provide better support for more maps. This change does not affect how the mission runs on Altis, still works as intended.

  11. i guess u missunderstand the car problem.

     

    explain: i made a nice mission layout in M3 Editor. i make into the (as example) VanCrash.sqf two Hemtt cars into (NO CONVOY! SEM!).

    so it stands below " // paste your array of building objects here ". The build parts are all inside the mission, only the cars are dissapeared.

        ["B_Truck_01_mover_EPOCH",[20117.5,17956.7,0.0668564],25.4545,[0,0,1],true],
        ["B_Truck_01_box_EPOCH",[20108.7,17948.2,0.000732422],267.727,[0,0,1],true],

    I dont know why.

    Same problem i got with "Zeus" when i spawn a Car-Patrol of AI.

    It deletes the AI-Car emmediatly.. and i dont know why.

    Sorry for my lot questions but only two left... ( ♥ )

    When i choose fixed point locations for the mission (maybe 10 or 15 different locations). Did the "FumS" script also ask for "frequency jammers" or i have to look for myself on my server to watch where is a "jammer" and where not?

     

    is it possible to build 50CAL's to use by AI inside the Mission? what i have to consider for this to work?

    and the other thing is.. yes i know your manuals... thats why i posted it.

    your original "M3Editor Buildings.txt"

    3) paste what you copied into the array below.
    
    ["M3Editor", [-1,-1], 777, 0,
    
       // paste your array of building objects here
    
    ]

    this dont work. it miss one pair "["  "]"

     

    this works (my example):

    ["M3Editor", [0,0], 777, 0,
    
     [
    
       // paste your array of building objects here
    
    ]
      ]

    see what i mean? :rolleyes:

    You didn't read the Docs properly then  because it clearly states to include the extra brackets from the M3Editor file you create.

     

     

    1) Take building array from your M3Editor file.

        starting at:
     
    _objs = [ ......... ];
     
    2) copy the outer most brackets and everything inbetween
     
           [ .........]
     
    3) paste what you copied into the array below.
     
    ["M3Editor", [-1,-1], 777, 0,
     
       // paste your array of building objects here
     
    ]
  12. Horbin,

     

    I can confirm it's random AI. I have literally seen the launcher disappear as soon as they are shot, but other times it just drops to the ground beside them.

     

    My solution is to add it to the infiStar bad items list so it's deleted the moment a player equips it. I also set them to not spawn with them.

     

    Hope this helps.

  13.  

    Hi Horbin,

     

    Firstly apologies if this has been covered but, I've had a full read through before, am subscribed to the thread and have tried searching in case I missed anything. I have a problem I'm wondering if you could help on...The AI seem to still be dropping their launchers when killed even though the HC seems to be running normally and we have this line in the baseserver.sqf:

            //  when an AI dies, gear on this list is deleted from the AI's inventory.
            [
                [], //Uniforms
                [], // Vests
                [], // Backpacks.
                [], // Helmets
                ["Launch_Titan_F","launch_B_Titan_F","launch_I_Titan_F","launch_O_Titan_F"], // Weapons
                ["RPG32_HE_F","Titan_AA","Titan_AT","M_Titan_AA"], // Magazines
                [] // Items

    Am I doing something wrong?

     

    Thanks

     
     
     

     

    I have this exact problem, I just edited the soldier configs and removed the launchers from their gear in there.

     

    Look in GlobalSoldierData.sqf:

    [ true, true, true], // DiverOverWater, UnlimitedAmmo, anti-tank
    

    Change the last "true" or "RANDOM" to "false" for each soldier type.

     

    This way they won't even spawn with the launcher in the first place.

     

     

    But ya... the launcher clean-up doesn't work.

  14. hey peoples.. whats up? read it.. but nobody answer? its rly pain in the ass to waste a full weekend for nothing... so maybe someone could only explain how i get the M3 Editor buildings working in Fums. nothing less.. nothing more..

    The answer is in the docs.

     

     

    5) If you desire placement to use an 'offset' specify it in the paramater after "M3Editor".

       (EX: ["M3Editor", [0,0], ......
     
       If you desire placement based upon the locations in your M3Editor file, set the offset to [-1,-1]
       (EX: ["M3Editor", [-1,-1], ......
     
    Note: The 1st component listed in your building objects array will be used as the 'anchor point' when offset is used.

    Note: If you are pulling a building complex/file that was built for another map, make sure you use the [0,0] offset metioned in step 5. And if
    you need to place this building complex/file in a specific location, specify this location by statically defining the mission in the ThemeData.sqf.
    Ex: ["testMission01",[12300,45600]]  will spawn this mission at [12300,45600], with the 1st building in your list being located at [12300,45600].
     

    The objects are spawning, but they're using the coordinates listed in your array, that's what [-1,-1] does. Set that to [0,0] and they should appear on the mission centre point.

    ["M3Editor", [0,0], 777, 0,
    
  15. I have been pondering over this for a couple days now and can not find a fix. I have players getting banned and kicked from my server after selecting a location and spawning in the air. This is the error they get when they get banned

    21:43:52 "<infiSTAR.de FNC_AH2_KICKLOGSPAWN> ["d1wwgxbhur37utjop",["PlayerName","UUIDHere","BAN",[72,97,99,107,101,100,58,32,98,105,115,95,102,110,99,95,99,97,109,101,114,97,32,45,32,123,10,9,95,102,110,99,95,115,99,114,105,112,116,78,97,109,101,80,97,114,101,110,116,84,101,109,112,32,61,32,105,102,32,33,40,105,115,110,105,108,32,39,95,102,110,99,95,115,99,114,105,112,116,78,97,109,101,39,41,32,116,104,101,110,32,123,95,102,110,99,95,115,99,114,105,112,116,78,97,109,101,125,32,101,108,115,101,32,123,39,66,73,83,95,102,110,99,95,99,97,109,101,114,97,39,125,59,10,9,112,114,105,118,97,116,101,32,91,39,95,102,110,99,95,115,99,114,105,112,116,78,97,109,101,80,97,114,101,110,116,39,93,59,10,9,95,102,110,99,95,115,99,114,105,112,116,78,97,109,101,80,97,114,101,110,116,32,61,32,95,102,110,99,95,115,99,114,105,112,116,78,97,109,101,80,97,114,101,110,116,84,101,109,112,59,10,9,95,102,110,99,95,115,99,114,105,112,116,78,97,109,101,80,97,114,101,110,116,84,101,109,112,32,61,32,110,105,108,59,10,10,9,112,114,105,118,97,116,10
    21:43:52 "<infiSTAR.de>BanLog| PlayerName (v0168)"
    21:43:52 "<infiSTAR.de>HL| 1h 54min | PlayerName BANNED | Hacked: bis_fnc_camera - {
    
    _fnc_scriptNameParentTemp = if !(isnil '_fnc_scriptName') then {_fnc_scriptName} else {'BIS_fnc_camera'};
    
    private ['_fnc_scriptNameParent'];
    
    _fnc_scriptNameParent = _fnc_scriptNameParentTemp;
    
    _fnc_scriptNameParentTemp = nil;
    
    
    
    private ['_fnc_scriptName'];
    
    _fnc_scriptName = 'BIS_fnc_camera';
    
    scriptname _fnc_scriptName;
    #line 1 "A3\functions_f\Debug\fn_camera.sqf"

    This issue was happening before I installed infistar and no clue what to do about fixing this. I also made all the changes in infistar along with other battleye filters i saw in this thread. Any ideas what could be up? I only have 3 scripts on my server A3EAI, This one, and Infistar.

     

    Thanks for the help.

    Try updating your infistar to the new version 0170. Check your settings in run.sqf. I am using the newest version of infistar and my players are not having any issues or false bans.

     

    If you want, you can send me your run.sqf and I can compare it to mine and see what differences exist. PM me if this is the case.

  16. This is a known error of 1.5g, I brought it up quite a bit a page or two ago...even said, just build something in M3EDITOR and use that till horbin gets back in town.

    Born Holm might be screwed on land Patrol's cause of its ROADS. Roads and intersections play a big part in AI in vehicles. They might not be able to set their routes cause they are confused. Too long of roads, too many intersections not sure I've never played on born Holm yet.

    The smoke going off in single smoke over and over was the answer to the smoke lag we got in the beginning. just set it for disabled or put it back to 3 minutes and it wont pop a smoke every minute.

    Fums needs heavy configuration. AI radio chatter is a part of his mission system. It's a personal, custom addition if you don't like it turn it off, otherwise get configuring.

    Thanks for the reply.

     

    I brought up the issue of structures not working a long time ago in a single post, but since then more things have come up, so I figured I'd just compile them into a single post for horbin.

     

    Bornholm has a lot of roads on it. But I wouldn't say it's any worse than Altis. Infact I'd say Altis boasts longer roads. You can look at a map of Bornholm here: http://anvilproject.com/downloads/files/Bornholm.png

     

    Thanks for the tip about the smoke, I'll set that to 3 minutes and see if that fixes it. If it doesn't then I'll disable it. Smoke creates such an FPS hit for clients.

     

    I realize that FuMS requires A LOT of customization, and I've really enjoyed doing that. I have actually gone through all the missions and cleaned up the script so it's easier to read. At the same time I've made my customizations.

     

    BaseServer.sqf

     

    [// Event and AI Radio messsage behavior
    		true, // EnableRadioChatterSystem: turns on the system, allowing below options to function
    		false, // EnableRadioAudio: turns on 'audio' effects for radio chatter
    		true, // RadioRequired: if false, messages are heard without a radio on the player's belt.
    		false, // RadioFollowTheme: Conforms with Theme radio channel choices. False:any radio works for all channels.
    		true, 1000 // EnableAIChatter: enables random radio chatter between AI when players get within the specified range (meters) as default.
    		// NOTE: Theme 'Radio Range' will override this setting.
    	],
    

    Example from the Convoy ThemeData.sqf:

     

    [ // AI Radio Chatter configuration
    			//0=Quartz, 1=Garnet, 2=Citrine, 3=Amethyst, 4=Topaz, 5=Sapphire, 6=Onyx, 7=Emerald, 8=Ruby, 9=Jade
                0, // radio channel used by AI - "ALL"= messages heard w/o radio (other options 0-9)
    			true, // silent Check-in =true: AI squads will NOT check-in with BaseOps when they spawn.
    			true, // AI death messages enabled.
    			1000, // Radio Range (for AI. BaseOps's high power radio has unlimited range)
    			"Bandit",    // AI callsign, groups will be numbered..ie Bear01, Bear02
    			"Bandit-HQ" // BaseOps call sign
    		],
    

    As you can see, in both the Global file and the Theme file I have the range set to 1000m, but players all over the map that are MUCH further than 1000m away still get the radio messages in the upper left.

     

    I'd be more than happy to send you my FuMS.pbo file for you to inspect. I would love to have the messages on, but when you have people doing 2 or 3 missions at once the amount of spam in the upper left is really distracting, and interferes with players' scroll wheel options. I was getting a lot of complaints from players so I had to disable them.

     

    I've probably spent more time customizing FuMS than anything else on the server. I only use 4 themes, Convoy, SEM, Small, TownRaid. I have one of each running at any time, except the Convoy, that has 3 running at once.

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