Jump to content

FSB_RU

Member
  • Posts

    15
  • Joined

  • Last visited

Posts posted by FSB_RU

  1. I second this. Can't get them to get out even though system chat recognises the command. Tried to get them to get out at an evac point. They just don't get out... Love the mission though... :)

     

    Also, on the dayz heli crashes, the loot seems to vanish after a set period of time just leaving the wreck there. As the loot spawns at the start of the mission, I didn't think we would have to change the win/lose timings...? I can confirm I'm not running any cleanups other than epoch default.

    I brought them to the evacuation point and gave me a box..mission accomplished

  2.  

    V2.1 is out. Overhaul of logic bomb will permit much more flexibility in mission design. Integration of UAV/UGV's, and new Captive AI logic and theme.

    v2.1

    • Fixed slow helo's. All helo's now spawn and fly at proper speeds.

    • Vehicle stuck logic enhanced.

    • Fixed data entry error in the 'Aquatic' theme that was causing frogmen to be on side 'EAST' instead of 'RESISTANCE' (no wonder they wouldn't shoot at you!!!!!!!)

    *UAV and UGV mission support UAV's and UGV's use all the same logic as 'drivers'. See MissionFile.htm, AI_Logic section for options. Valid UAV and UGV objects are defined for FuMS in the BaseServer.sqf file. See BaseServer.htm for details.

    *Theme Global Loot Data Fixed bug causing a parsing error when choosing to use a theme's local loot data file.

    *Rebuild of Logic Bomb See MissionFile.htm for details. Missions now operate on a trigger/action mechanic. Mission phasing has been removed. Missions now create children missions as part of the new 'logic' structure. Settings for the new 'mission launch' actions are detailed in MissionFile.htm. Mission spawning no longer 'suspends' triggers in the active mission, and admin's can now control how assets created in spawned missions contribute to the parent mission. Also see Test theme TestMission01.sqf for multiple examples.

    *New Triggers

    • "OK" - Use of this trigger will result in the associated action occurring immediately upon mission start.
    • "CAPTIVE" - Evaluates 'true' when the specified number of AI have been rescued.

    *New Mission Actions:

    • "Lose" - causes 'lose' messages and loot events
    • "Win" - causes 'win' messages and loot events
    • "END" - terminates the mission and cleans up mission resources. Operates independent of win/lose. win/lose no longer clean up the mission.
    • "CHILD",["",[location],Times, Frequency(seconds) ]
    • "STEPCHILD",["",[location],Times, Frequency(seconds)] Child and StepChild spawn new missions that will share and inherit resources. See MissionFile.htm.

    • MissionFile.htm updated. -Details on new Mission Logic -Details on how XPOS works with respect to 2D, 3D coordinates and 'named' locations.

    *New AI Logic: "CAPTIVE" - makes a unit 'neutral' with AI regardless of its 'side'. Adds an action menu to the AI with the following options:

    • Flee: If within 200m of a rescue spot captive will run to that location. Otherwise it selects a random rescue spot from the list provided. Unit sets CARELESS behavior and sprints to its destination.
    • Stay: Unit will stop at its location and assume the stance of the player issuing the order.
    • Follow: Unit will follow the player, mimicking his stance. If the player gets more than 250m away from the unit, the unit will resort to a 'Stay' behavior using the stance of the player at the time the unit loses him.
    • Board: Unit will board nearest non-ai controlled vehicle.
    • Escape Point: Unit will temporarily display its 'escape point' on the map.
    • Note: The captives are a little 'shell shocked' and will sometimes take a few seconds to respond to commands, but they will always acknowledge they heard the command via 'system chat'.
    • Note: Captives that start a mission as 'cargo' in an AI vehicle will remain in the vehicle until it is disabled.
    • Note: Captives assigned to follow an AI group will stop following that group when the group leader dies.
    • Note: Captives remain 'neutral' to hostile AI until directed to Flee.

    *New "CAPTIVE" Theme

    • Theme demonstrates new Captive logic. This theme creates a mission in a random location that contains 10 prisoners being guarded by a small squad of Humans, and an unarmed UGV. The goal is to get into the camp and rescue at least 7 of the captured clone prisoners.
    • Beware, if too many of the guards are killed, reinforcements will be called upon!
    • Talk to an captive to find his 'evac location', take advantage of nearby transportation, and if you succeed expect to find loot at one of the Evac sites!

    *New SoldierData Flag

    • All AI defined in SoldierData files may also be provided with a true/false flag to set their captivity.
    • This flag has no relation to the new 'Captive' AI logic and missions.
    • This flag is a method to define custom AI that, by default, are 'setcaptive', thus hostile AI will not fire upon them.
    • See GlobalSoldierData.htm section 8 for more details.

    Issues:

    • Loot set to be placed in vehicles is not working consistently.

     

    Thank You for the great work

  3. FSB,   check the 'side' in the mission file.  A few updates ago I accidentally changed them all to "EAST" (ie friendly with players).   This will be fixed in the next update :)  But for now you can change them to "RESISTANCE" and they will bring the pain.

    Thanks

×
×
  • Create New...