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Fulcrum Mission System v2.1a


horbin

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Is there a specific program or method used to make changes to the FuMS.pbo?  When I unpack and change even a single character of any file within the pbo and re-pack, it breaks the module and missions will not launch. I'm using PBOManger 1.4 to unpack and pack. 

 

 

Thanks.

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Did the new round of A3 and Epoch patches break the captive dialogues for everyone or do I need to review my configuration again?

 

Other than that, Fums and HC are working for me with epoch 3.0.4, same frame rates as before, but I am only running 1 mission in testing right now (captives). 

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He-Man,

  For now just the AI, vehicles, and buildings pass.  These objects are also counted in the parent mission for the bodycount, captive, low and high unit triggers.

 

I'm working on a ChildTrigger that can be defined that will pass the 'status' of a child mission to its parent so the parent can perform logic based upon child mission results.

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He-Man,

  The child mission functions Exactly like any other mission.  If you do not define a condition for it to ["END"] it won't.  Using ["END"] with an OK trigger will make it spawn, create its stuff, pass it off to the parent, then close if you just need to mission to 'create more resources'.

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v2.1a on github

 

v2.1a

  • Fixed bug with decaying loot and Scatter algorithm. (Loot fixed with HeloCrash missions)

    • Scatter loot now 'holds' the loot off the server until a player gets within 50m of the loot's location.
    • This was implemented to prevent other mods from accidentally cleaning up the 'weaponholdersimulated' used to store each item.
  • Fixed bug not permitting admins to terminate or start missions.

  • Fixed a bug with Captives that was not properly removing them upon mission end.

  • Fixed a bug with Captive Evac points. Captives must exit a vehicle before being credited with a rescue.
  • Fixed a bug with Captive not exiting a vehicle once it is driven by a player. (Was being caused by change in ownership of the vehicle)

  • New Optional Damage setting for AI controlled vehicles:Damage

    • Optional setting Value 0.0 - 1.0 Sets the amount of 'damage' that the vehicle has already sustained. 1.0 = vehicle totally broken 0.0 = vehicle fully healthy
    • Optional Array: Can be any or all of the following: ["engine",.5],["fuel",.5],["hull",.5], ....etc
    • See Captive.sqf and MissionFile.htm for details.
  • New Crypto rewards for AI. See GlobalSoldierData.htm and BaseSoldierData.sqf for details. Killing FuMS AI now award crypto to players. Crypto is deposited directly into the player's bank account.

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NP, those where pretty easy additions.

 

With the krypto think in place I now have a mechanism to track factions for players.  Right now it will only persist through a single server restart, but with the Faction piece, I can start to build some missions in which certain Themes become 'friendly' to certain players, or only spawn when someone obtains a certain faction level.  Next major update should hopefully have it in place.

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  On 7/18/2015 at 6:38 PM, horbin said:

NP, those where pretty easy additions.

 

With the krypto think in place I now have a mechanism to track factions for players.  Right now it will only persist through a single server restart, but with the Faction piece, I can start to build some missions in which certain Themes become 'friendly' to certain players, or only spawn when someone obtains a certain faction level.  Next major update should hopefully have it in place.

 

That is a cool idea.

 

Re-tested the captives mission,  dialogues are back, they get out of the truck now... its running a whole lot smoother.   

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For the captive mission, the win condition loot is always at 300,300 from the mission center, which can be tough for players to find (who don't read the source code).   What do you think about creating the option to drop Krypto as a cell phone?     In the case of this captive mission,  once 7 prisoners are free and clear, and the mission success banner goes up, they drop several "cell phones" on the ground before they evac leaving a nice pile of krypto for the players to divvy up.   

 

If the cellphone/krypto object could also be dropped by AI when killed, it would add some addition depth and options for mission creators to play with.   I think this would enable some rich content to the mission... looting cell phones are hard to see and click on, and risky if there are other AI (or players) in the area... also, building up krypto on your person (not direct deposit in the bank) during a mission gradually increases risk as the player stands to lose a lot of money if he gets killed before reaching the ATM.

 

Thanks for the great work on FuMS,  we've been having a lot of fun with it.

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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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  On 7/20/2015 at 9:26 PM, horbin said:

You can turn on map marking for that Theme set in the Raptor mission.

 

Outside of that you can parse through the .rpt. Each mission that spawns identifies its name and location.

 

Thanks, something is wrong with my Raptors mission, no Spawn Mission Message, and markers appear 1 second and disappear, When I teleport to the location it is nothing there. Please help, thanks in advance.

My .rpt:

http://pastebin.com/QMLe48t8

 

Jurassic01:

 

  Reveal hidden contents

 

BaseServer.sqf:

  Reveal hidden contents

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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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He-Man,

  Blacklists are already part.

  Blacklist zones are defined in \FuMS\HC\Util\GetWorldInfo.sqf

  If you hard-code locations the missions will spawn there, but when FuMS is left to pick a random location it will avoid those points as well as attempt to NOT overlap missions or place a mission on top of a base that is occupied by a player.

 

Airdrop support for vehicles and loot is coming in the next updated.

 

See \FuMS\HC\Triggers\ZuppaCaptureInit.sqf

 if(isPlayer _x && alive _x and _x == vehicle _x)then

Line 117 add   'and _x == vehicle _x'  to the test statement. This should only allow players to influence a cap point while not in a vehicle.

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i gott it.. lol.. i putt out infistar.. 4 test.. but epoch dont start.. allway's i have server is not ready error 2... so i get back infistar inside my mission.. start the server and now i have a scoll menue.. strange.. thx for help me

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