horbin Posted March 17, 2015 Author Report Share Posted March 17, 2015 There is an 'exclusions' section that can be added to the BaseServer.sqf. This would be tedious for an admin to update as folks build bases....... If you know the classname for the 'in place' radar jammer, I will add code to not spawn within 'x' distance of any jammer. I have been meaning to get to this, but have not had time to confirm the 'classname' of the in-place jammer....and I keep getting distracted by other pretty lights ;) wrt to random spawning, FuMS follows the following logic: 1) If the mission has a specified location, it spawns there.. ["TestMission01",[12345,63456]] (as defined in the ThemeData.sqf) 2) If there are 'locations' defined in the location section of the ThemeData.sqf, one of these is selected at random. (This is typically where you can set your own list of specific random points) 3) If there are no points in the locations section, FuMS uses the generic BiS_findsafePos function. It takes its paramaters for this from the BaseServer.sqf. logic added would only impact the 3rd option....if someone builds a base where stuff is 'known' to spawn (ie 1 and 2)....well either they deal with their new neighbors or move? :) Link to comment Share on other sites More sharing options...
Darth_Rogue Posted March 17, 2015 Report Share Posted March 17, 2015 Jammer placed classname is "PlotPole_EPOCH". I agree that you don't want to be too accommodating or make things too easy. But being at your base, feeling (somewhat) safe, moving around items and then to all the sudden be startled by nearly a dozen AI....now THAT would be a ship my pants moment. lol! Link to comment Share on other sites More sharing options...
horbin Posted March 17, 2015 Author Report Share Posted March 17, 2015 Darth, Got it. I'll have the code to you in the next couple days, and will make it part of the next release too. computermancer 1 Link to comment Share on other sites More sharing options...
Darth_Rogue Posted March 17, 2015 Report Share Posted March 17, 2015 Perfect! Much appreciated! Link to comment Share on other sites More sharing options...
Darth_Rogue Posted March 17, 2015 Report Share Posted March 17, 2015 Edit: NVM....solved my own problem. Thanks anyways. Note to self: Headless Clients apparently don't like to run as a service on FireDaemon. :P Link to comment Share on other sites More sharing options...
egamestudio Posted March 17, 2015 Report Share Posted March 17, 2015 HOW to open a menu mission ? button ? please Link to comment Share on other sites More sharing options...
SpiRe Posted March 17, 2015 Report Share Posted March 17, 2015 you have to add your PUID in serverside addon settings file. It will be scroll option then Link to comment Share on other sites More sharing options...
Tango2k13 Posted March 17, 2015 Report Share Posted March 17, 2015 Hello, If i dont use a HC Setup and a normal one like most people ist it possible to use this on any way without a HC Setup? If yes can anyone point me a Install Tutorial for this Release....... In Install file there is nothing about if you dont run HC Regards Link to comment Share on other sites More sharing options...
horbin Posted March 17, 2015 Author Report Share Posted March 17, 2015 Server side FuMS will be available in the next update. FuMS will treat the server just like another HC with respect to functionality. On vacation next week, so probably will not see that until April. Also with the next update expect the following: CrazedClones - AI logic that makes ai behave in a mindless manner, upon seeing players they will pursue and attack them with their hands. These AI will also be hated by normal AI so expect firefights! PlotPole Awareness - missions will be aware and respect configurable options around plot poles. To include - not spawning hostile missions near them, AND permitting spawning of patrols that are friendly to the owner of the plot pole.(in testing) Darth_Rogue, stonXer and second_coming 3 Link to comment Share on other sites More sharing options...
Floyd Posted March 17, 2015 Report Share Posted March 17, 2015 you have to add your PUID in serverside addon settings file. It will be scroll option thenCan you please elaborate on that a little SpiRe? Not being a server O/S guru, I struggle with window's services (especially with Firedaemon). Link to comment Share on other sites More sharing options...
horbin Posted March 17, 2015 Author Report Share Posted March 17, 2015 Floyd, I the 'Themes' folder there is an AdminData.sqf. Put the PUID's (steam ID's) for your admins there. They will all be granted access to the Addaction. WARNING: Make sure these same folks have normal access under your other admin tools. Just giving them access here may result in an 'addaction' ban by your anti-hack tools. Link to comment Share on other sites More sharing options...
egamestudio Posted March 17, 2015 Report Share Posted March 17, 2015 How to spawn setlocation ? Link to comment Share on other sites More sharing options...
horbin Posted March 17, 2015 Author Report Share Posted March 17, 2015 Darth, try this code. When a 'random' location is generated, a search is made within 200m of the position. If any plot poles are found, a search is then done within 200m of the plot pole. If players are found, it is assumed they are either at their base...or raiding a base, so another attempt is made to find a good location for the encounter. If after 15 attempts a good spot can't be found, well, it is just going to be someone's bad day...but a log entry is made about it! Not sure of a 'good' way to test this, on my test server, all alone... so it is untested =), but the logic looks good. in \FuMS\HC\MsnCtrl\ControlLoop.sqf at line 211: remove: _pos = [FuMS_MapCenter, _minRange, FuMS_MapRange, _minRange, _waterMode, _terrainGradient, _shoreMode, FuMS_BlackList, FuMS_Defaultpos] call BIS_fnc_findSafePos; and replace with: private ["_attempts","_folksHome","_playerList","_plotPoleList"]; _attempts = 15; _playerList = []; _plotPoleList = []; while {_attempts > 0} do { _pos = [FuMS_MapCenter, _minRange, FuMS_MapRange, _minRange, _waterMode, _terrainGradient, _shoreMode, FuMS_BlackList, FuMS_Defaultpos] call BIS_fnc_findSafePos; _plotPoleList = nearestObjects [_pos, ["PlotPole_EPOCH"], 200]; if (count _plotPoleList != 0 ) then // find a plot pole, check for players at home or base raiding. { _folksHome = false; { _playerList = _x nearEntities ["Man",200]; if (count _playerList > 0) exitwith {_folksHome = true;}; // plot pole, with players home! }foreach _plotPoleList; if (!_folksHome) then {_attempts=-1;};//no one home at any of the plot poles, position is good! } else {_attempts=-1;}; // no plot poles, so position is good. }; if (_attempts == 0) then { diag_log format ["##ControlLoop: Unable to find good position for %1/%2, spawning near players: %3!!", _missionTheme, _activeMission, _playerList]; }; ZENITHOVMAN and second_coming 2 Link to comment Share on other sites More sharing options...
Darth_Rogue Posted March 17, 2015 Report Share Posted March 17, 2015 I'll check it out soon as I can. I'm away for work for today and tomorrow. Soon as I can I'll let you know. Thank you for this! *tips hat* :) Link to comment Share on other sites More sharing options...
horbin Posted March 17, 2015 Author Report Share Posted March 17, 2015 Just figured out how to run some testing on it. Set my map size to 300m, and the center on my plot pole. Works as advertised. Link to comment Share on other sites More sharing options...
Floyd Posted March 18, 2015 Report Share Posted March 18, 2015 Floyd, I the 'Themes' folder there is an AdminData.sqf. Put the PUID's (steam ID's) for your admins there. They will all be granted access to the Addaction. WARNING: Make sure these same folks have normal access under your other admin tools. Just giving them access here may result in an 'addaction' ban by your anti-hack tools.Thanks, horbin. I knew that. Somehow I didn't see the post just after Darth_Rogues. I thought SpiRe was responding to Darth's firedameon comment and referring to the Windows Process Id (PID).Sorry for the confusion...(I like how your code to Darth_Rogue checks to see if anyone's 'home'. Interesting take.) Link to comment Share on other sites More sharing options...
horbin Posted March 18, 2015 Author Report Share Posted March 18, 2015 Will make for even more fun once the player 'bounty' missions get added in....ever been hunted by a 5 pack of AI? :) computermancer 1 Link to comment Share on other sites More sharing options...
second_coming Posted March 18, 2015 Report Share Posted March 18, 2015 Thanks, horbin. I knew that. Somehow I didn't see the post just after Darth_Rogues. I thought SpiRe was responding to Darth's firedameon comment and referring to the Windows Process Id (PID).Sorry for the confusion...(I like how your code to Darth_Rogue checks to see if anyone's 'home'. Interesting take.)The ID Darth is talking about is your Steam64id http://steamid.co/ Link to comment Share on other sites More sharing options...
computermancer Posted March 18, 2015 Report Share Posted March 18, 2015 Horbin, since you have such a good grasp on AI I would like to make a request/suggestion. Something I wanted to start working on but have many limitations in knowledge n is this... A script where player goes to his jammer, and has an option to "HIRE AN AI GUARD" Then an AI guard spawns and patrols the Jammers area. (would cost Krypto and only last X amount of time, or until restart. I was thinking about setting a variable on the player so the AI wont shoot him but will shoot everyone else, including sappers and AI that might spawn nearby and spill into your area (as well as other players) The problem is keeping variable after logging our or server restart.... Sound like something you might be able to write into FUMS? MillerTime 1 Link to comment Share on other sites More sharing options...
second_coming Posted March 18, 2015 Report Share Posted March 18, 2015 Would be good to have the guard use a radio to contact you if anyone gets within range of the jammer :) computermancer and horbin 2 Link to comment Share on other sites More sharing options...
MillerTime Posted March 18, 2015 Report Share Posted March 18, 2015 That's a good idea computermancer Link to comment Share on other sites More sharing options...
computermancer Posted March 18, 2015 Report Share Posted March 18, 2015 _horbinSaysYes = _awesome; if (_awesome) then { [] call _HellYeahDude; } else { [] call _sadPanda; }; MillerTime, horbin, Darth_Rogue and 2 others 5 Link to comment Share on other sites More sharing options...
Darth_Rogue Posted March 18, 2015 Report Share Posted March 18, 2015 Hey, Horbin, remember that crash to desktop you coded a work-around for the other day? Well it looks like BI fixed it in the engine for an upcoming release. ENGINE Fixed: An undefined variable in a formatted string in a script caused a CTD Link to comment Share on other sites More sharing options...
horbin Posted March 18, 2015 Author Report Share Posted March 18, 2015 awesome...still I had sloppy code. Glad now that the engine handles the 'sloppy' a little more gracefully :) Link to comment Share on other sites More sharing options...
horbin Posted March 19, 2015 Author Report Share Posted March 19, 2015 v1.5 preview: Should post tomorrow evening: The big one being ServerSide FuMS support for those w/o Headless Client capability. -----v1.5-------- +CrazedClone AI Logic added based upon Gulozwood scripting. +MadScience Theme At server start 9 random towns are chosen as infected zones. When a player gets near the center of an infected town, the crazed clones materialize. crazed clones WILL attack AI too. +SafeBase Code added When an encounter is created at a random location, FuMS now checks for plot poles within 200m of the location. If any are found FuMS then searches for players within 200m of each plot pole. If players are found, a new position is generated. If after 15 attempts a good position can not be found, the mission will spawn ignoring these plot pole, player checks. +AI controlled vehicle ammo now follows AI's unlimitedAmmo flag defined in GlobalSoldierData.sqf +BaseServer Option: Added option in Loot section to zero out vehicle ammo the 1st time players occupy/capture an AI controlled vehicle. +ServerSide FuMS enabled! Due to the large potential load that FuMS can place on a server, some of the themes packaged with FuMS have been set to HC only. The following themes will spawn as part of the default config. If additional themes are desired the BaseServer.sqf will need to be modified by an admin: SEM, Small, Aquatic, MadScience - default to run on Server AND HC's HeloPatrols, TownRaid, Test - default to run on 1st HC's only Note: ServerSide FuMS support is ENABLED by default. To turn OFF Serverside FuMS change line 14 of \FuMS\init.sqf to: FuMS_ServerFuMSEnable = false; OR ensure no theme is configured to run on the server (no values of -1 or 0 in BaseServer.sqf). Default to ENABLED was set to support a larger range of players. Note: For initial testing map notification for the MadScience theme is on, to allow admins to see how things will look, and to locate towns to do their own testing. It is recommended that when you move to a live server to set line 14 of \FuMS\Themes\MadScience\SpawnTrigger.sqf to false to hide the 'infected' towns from players. This theme spawns in 9 random towns, so running it on both the server and the HC will make for a good party. Note: Themes set with a -1 value in BaseServer.sqf will run on BOTH the server and all HC's that connect to the server. This will result in dramatic scaling of the number of missions running. As an example, the Aquatic theme spawns 3 water encounters and maintains 3 up at all times. This theme is configured to run on both the Server and HC's, so when an HC conncect, another 3 (total 6) aquatic encounters will be maintained. If/when the HC disconnects, FuMS will reduce the number of aquatic missions back down to 3. Basically, themes with -1 set will run in duplicate, once on the server, once on the HC. (see BaseServer.sqf) computermancer, Darth_Rogue and second_coming 3 Link to comment Share on other sites More sharing options...
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