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Posts posted by He-Man
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I think a fums mission for this is not the best way.
When the startgear should be the same for everyone, try this:
Make a sensor in the mission.sqm:
class Sensors { items=1; class Item0 { position[]={23600.1,0.1,18000.1}; a=5; b=5; activationBy="ANY"; repeating=1; interruptable=1; age="UNKNOWN"; expCond = "(vehicle player) in thislist;"; expActiv="dome = execVM ""addons\Startgear\Startgear.sqf"";"; expDesactiv="terminate dome;"; class Effects { }; }; };
Create the file addons\Startgear\Startgear.sqf:
if ( alive player ) then { sleep 3; removeBackpackGlobal player; player addbackpack "B_Parachute"; player addWeapon "EpochRadio0"; player addWeapon "NVG_EPOCH"; player addWeapon "Rollins_F"; player addItemToVest "5Rnd_rollins_mag"; player forceAddUniform "U_C_Poor_1"; };
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Okay, the 3 minutes was it!
Thanks a lot
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I'll take a look at it. Should be working.
Take a look at your HC .rpt also. If AI are engaged/detect players they WILL NOT get cleaned up until they go 3 minutes w/o seeing a player. Is this maybe the case?
Ah, this could be.
I will check tomorrow again and let you know!
Where can I find the RPT for the HC?
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Could it be, that the "ok" trigger is to fast?
Better to End with timer 5s or something else?
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Hmm okay,
I have child missions "Reinforcements" and these KI's stay, after Parent Ends / is killed over FUMS-Admintool.
Or do I have something wrong?
Parent:
//BanditCamp.sqf // Horbin // 12/31/14 // Based upon drsubo Mission Scripts [ ["Captive", 200,"LAND",[0,0,0],"NONE","NONE"], // Mission Title NOSPACES!, and encounter radius ["Captives","mil_objective", "ELLIPSE","ColorYellow","FDiagonal",200], // Map Markers ["MapText", "SHAPE", "COLOR", "FILL", size]; // type is "mil_objective" [ [// NOTIFICATION Messages and Map display Control. true, 1,0, true, // Notify players via global message true,// Show encounter area on the map 30, // Win delay: Time in seconds after a WIN before mission cleanup is performed 10 // Lose delay: Time in seconds after a lose before mission cleanup is performed //NOTE: the above delay must occur before the mission is considered 'complete' by the mission manager control loop. ], // Spawn Mission Message [ "Captives", "Clones have been Captured.", "Humans have captured clones. Go free them!" ], // Mission Success Message [ "Mission Success", "", "Captives have been rescued." ], // Mission Failure Message [ "Mission Failure!", "", "The Humans have escaped with their captives." ] ], [ // Loot Config: Refer to LootData.sqf for specifcs ["None", [0,0]], //[static loot, offset location] - spawns with the mission ["NormalLoot", [0,0]], // Win loot, offset location - spawns after mission success ["None", [0,0]] // Failure loot, offset location - spawns on mission failure ], [//BUILDINGS: persist = 0: building deleted at event completion, 1= building remains until server reset. ["M3Editor", [0,0], "NONE", 0, [ ["Land_TentHangar_V1_F",[14692.4,16710.5,0],312.727,[0,0,1],true] ] ] ], [ //--------------------------------------------------------------------------------- //-----Group Configuration----- see Convoy section for AI in vehicles! //--- See SoldierData.sqf for AI type options. /* Defined AI logic options: See 'Documenation' for details' ["BUILDINGS", [spawnloc], [actionloc], [duration, range]] ["EXPLORE ",[spawnloc], [actionloc], [radius]] ["BOXPATROL", [spawnloc], [actionloc], [radius]] ["CONVOY", [spawnloc], [actionloc], [speed, FlagRTB, FlagRoads, FlagDespawn, convoyType]] ["SENTRY", [spawnloc], [actionloc], [radius]] ["PARADROP", [spawnloc], [actionloc], [speed, altitude, FlagRTB, FlagSmokes]] ["PATROLROUTE", [spawnloc], [actionloc], [behaviour, speed, [locations], FlagRTB, FlagRoads, FlagDespawn, flyHeight] */ [["RESISTANCE","COMBAT","RED","COLUMN"],[[1,"Sniper"],[3,"Rifleman"]],["BoxPatrol",[0,0],[0,0],[25]]], [["RESISTANCE","COMBAT","RED","LINE"],[[1,"Sniper"],[3,"Rifleman"]],["TowerGuard",[0,0],[0,0],[150,"ANY"]]], [["EAST","SAFE","BLUE","WEDGE"],[[7,"Civ01"]],["Captured",[0,0],[0,0],[-1,[[300,300],[-300,-300],[300,-300],[-300,300]]]]], [["EAST","SAFE","BLUE","WEDGE"],[[3,"Civ01"]],["Captured",[25,0],[25,0],[0,[[300,300],[-300,-300],[300,-300],[-300,300]]]]] ], // NOTE: if no buildings are located within 'radius' both 'Buildings' and 'Lookout' will locate nearest buildings to the encounter and move there! // NOTE: See AI_LOGIC.txt for detailed and most current descriptions of AI logic. //--------------------------------------------------------------------------------- //-----LAND Vehicle Configuration----- [ [ // Convoy #1 [ // Vehicle Offset Crew (only 1 type!) Cargo ["I_UGV_01_F",[175,100],[0,""],"none"] ], [ // Drivers # and type Patrol | spawn dest | 'Patrol' options [["RESISTANCE","COMBAT","RED","COLUMN"],[[1, "Driver"]],["BoxPatrol",[100,100],[0,0],[100]]] ], [ // Troops : These are distributed across all vehicles in this convoy. ] ], [ // Convoy #2 [ ["B_Truck_01_transport_EPOCH",[50,0],[0,""],"None",[["engine",.9],["fuel",.9],["hull",1],["RGlass",1],["Glass1",1]]], // sets damage to specific parts. ["B_Truck_01_transport_EPOCH",[60,0],[0,""],"None",[.5]] // overall damage 50% ], [ // Drivers # and type Patrol | spawn dest | 'Patrol' options ], [ // Troops : These are distributed across all vehicles in this convoy. ] ] ], // Trigger [ [ //Define all the triggers this mission will be using // Trigger names must be unique within each mission. // NOTE: "FuMS_KillMe" is a reserved trigger word. Do not use!!! // NOTE: "OK" is a reserved trigger. Do not define it here. // "OK" can be used in the actions section to force an action to occur at mission start! // offset|radius|time(s)|Name ["LUCNT",["LowUnitCount","GUER",3,0,[0,0]]], ["Timer",["TIMER",2700]], ["Captive1",["Captive",4]] ], [ // Define what actions should occur when above trigger logics evaluate to true // Note: a comma between two logics is interpreted as "AND" [["WIN"],["Captive1"]], [["CHILD",["Captive_Helo",[0,0],2,120]],["LUCNT"]], [["LOSE"],["TIMER"]], [["END"],["TIMER","OR","Captive1"]] ] ] ];
Child:
//BanditCamp.sqf // Horbin // 12/31/14 // Based upon drsubo Mission Scripts [ ["Reinforcements", 200], // Mission Title NOSPACES!, and encounter radius ["Reinforcements","mil_objective","ELLIPSE","ColorRed","FDiagonal",750], // Map Markers ["MapText", "SHAPE", "COLOR", "FILL", size]; // type is "mil_objective" [ [// NOTIFICATION Messages and Map display Control. true, 1,0, false, // Notify players via global message false,// Show encounter area on the map 10, // Win delay: Time in seconds after a WIN before mission cleanup is performed 10 // Lose delay: Time in seconds after a lose before mission cleanup is performed //NOTE: the above delay must occur before the mission is considered 'complete' by the mission manager control loop. ], // Spawn Mission Message [ "", "", "High Command is sending help!" ], // Mission Success Message [ "", "", "" ], // Mission Failure Message [ "", "", "" ] ], [ // Loot Config: Refer to LootData.sqf for specifcs ["None", [0,0] ], //[static loot, offset location] - spawns with the mission ["None", [0,0] ], // Win loot, offset location - spawns after mission success ["None", [0,0] ] // Failure loot, offset location - spawns on mission failure ], [//BUILDINGS: persist = 0: building deleted at event completion, 1= building remains until server reset. ], [ // AI GROUPS. Only options marked 'Def:' implemented. ], // Vehicles [ [ // Division #1 [ // Vehicle Offset|Crew (only 1 type!)|CargoLoot (see Loot section below for more detail!) ["O_Heli_Light_02_unarmed_EPOCH",[0,-1500],[1,"Rifleman"],"None"] ], [ // Pilots # and type | Patrol | spawn | dest | 'Patrol' options [["RESISTANCE","COMBAT","RED","COLUMN"],[[1,"Driver"]],["ParaDrop",[0,0],[0,0],["Full",100,true,true]]] ], [ // Troops : These are distributed across all aircraft in the division. These lines are identical to the lines in the group section. // Troop behaviour and side options # and type of Troops Patrol logic|spawn |dest|'Patrol' options [["RESISTANCE","COMBAT","RED","COLUMN"],[[2,"Sniper"],[3,"Rifleman"]],["BoxPatrol",[0,0],[0,0],[70]]] // 'dest' for troops is where they will go to perform their 'Patrol Logic' once they get on deck ] ] ], // Trigger [ [ //Define all the triggers this mission will be using // Trigger names must be unique within each mission. // NOTE: "FuMS_KillMe" is a reserved trigger word. Do not use!!! // NOTE: "OK" is a reserved trigger. Do not define it here. // "OK" can be used in the actions section to force an action to occur at mission start! // offset|radius|time(s)|Name ], [ // Define what actions should occur when above trigger logics evaluate to true // Note: a comma between two logics is interpreted as "AND" [["END"],["OK"]] ] ] ];
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Am I right, that AI's from Child missions will not be cleaned up, when Mission ends or is killed?
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Can somebody help me what to edit, that satchel can also be attached?
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- if(isPlayer _x && alive _x and _x == vehicle _x)then
does not work :(
The counter only restart, when I get in / out of the vehicle
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Now, this Mission system works really excellent!
But some wishes do I have for further releases (if possible and for other also a good idea):
- Choosable Airdrop Loot
- Blacklistet spawn points and range for Missions (not in Safe Zones)
- Cap Points not capable inside vehicles
He-Man
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Or you can make it via Task Scheduler and call a batch like this:
taskkill /f /fi "status eq not responding" /im arma3server.exetaskkill /f /im arma3server.exestart "arma3" "D:\Servers\Epoch\arma3server.exe" -mod=@Epoch;@epochhive -config=D:\Servers\Epoch\sc\config.cfg -cfg=D:\Servers\Epoch\sc\basic.cfg -port=2302 -autoInit -profiles=D:\Servers\Epoch\sc -name=scexit -
Hey horbin,
is it possible for you to implement Airdrop Loot in FUMS?
It would be nice, when a special lootbox will be an airdrop.
So you can choose between static box and an airdrop box.
Helis still stuck sometimes in fums 2.1a :(
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Ah thanks, that is great!
Do I have to give the "Child" an End / Win / Loose Trigger?
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"Children missions will 'pass on' their resources to the parent when the mission ends"
Does that mean, that I can use triggers from the child mission inside the main mission for "win"?
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The Missions from 2.0 doesn't work within 2.1, right?
So I have to reconfigure the Triggers?!
Seems, that I can't kill missions anymore and starting missions seems also not working.
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Horbin, PM
I think, it have to do with the cappture trigger?!
Maybe this trigger has a cleanup coded inside.
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The cleanup delay works fine on every other mission.
Only at the cappoint this doesn`t work...
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Hey horbin,
one more thing:
When finished the Cappoint, the cleanup comes instant and our players fall down from the towers ^^
I have set cleanup delay to 120, but it comes instant. Can you reconstruct why?
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After a lot of testing, we rolled back to an older Infistar Version.
Now, the desync is gone.
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OKay, thank you.
I think I have to doublecheck, where the incompatibility with Infistar on our server comes from...
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I already testet it with ALL values to false and had also extreme desync.
But this should not be a discussion about Infistar itself. I'm looking for an alternative tool.
For a discussion about our desync with Infistar, I have already started a thread in the Infistar Forum.
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Infistar increases performance......
Not for us!
I have the direct comparison by switching it off and no more desync.
I do not talk about Server fps. I talk only about desync!
But thanks for this helpful post!
He-Man
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Hi everybody,
I hope somebody can help me.
In the past, we used Infistar as antihack and admintool.
But because it seems to cause a lot of desync for us, we switched to the build in Admin Tool of Epoch.
Unfortunately, the Admin Tool has not nearly the functions like Infistar and we are looking for an alternative.
We are missing functions like
- lock / unlock Vehicles and Doors
- Fly (to enter Bases without an entrance on the ground)
- Reviving Player
- Show Mapicons for Plotpoles and AI
I have already searched, but I can't find anything.
He-Man
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Hi horbin,
have you already checked the problem with the vehicle loot? Or is there a problem on my files?
Off Rain
in Discussion
Posted
I have also problems to set static weather since 0.3.1.0.
In epochconfig.hpp:
WeatherStaticForecast[] = {75.5,0,{0,0,0},0,{1,1}};
ChangeWeather.sqf is added to "a3_epoch_server_settings\EpochEvents"