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Fulcrum Mission System v2.1a


horbin

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I believe we need to enable that in the base server file by adding the admi n folder to it.

however my only try at that a week ago was unsuccesful, fums wouldn't even load so moved on.

Horbin thanks a lot for the easy way to add objects to the missions, I was fretting about moving my custom see missions over because of that ;)

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Hey Horbin, just thought I'd give you a quick update on where I got to with running server side, in case it helps at all.

 

I've given FuMS one last shot with just the heli crashes, coastal missions and madscience.

 

Coastal missions not spawning loot, and the guys in the water dont seem to be able to shoot at you. Loot is possibly due to this error which has been spamming the log for hours now;

12:57:01 Error in expression <il "_box") exitwith {};
_players = _box nearEntities ["Man",FuMS_SmokeProximity]>
12:57:01   Error position: <nearEntities ["Man",FuMS_SmokeProximity]>
12:57:01   Error 0 elements provided, 3 expected
12:57:01 File FuMS\HC\Loot\FillLoot.sqf, line 97
12:57:01 Bad conversion: array

Madscience mission, scientists can punch through godmode and kill admins, and again, loot box doesn`t appear. I killed 20 in a town last night, and mission didn't complete. So ran around for an hour trying to find one that may have been missed. When I gave up and logged off, I noticed in the RPT the mission completed as a win as soon as I left the area. Again...no loot box.

 

Heli crashes are OK after raising the scatter height up a bit, but sometimes it still goes underground.

 

Finally, and the biggest issue, is that when FuMS is installed, I randomly get locked vehicles disappearing and reappearing several restarts later. Sometimes I find the missing vehicle on the map, and according to it's owner, that's where it was maybe a day or so ago. Couple of restarts later, it reappears back where it should be. I've tested this quite a bit now, and the problem only happens when FuMS is active.....absolutely no idea how or why it's even possible!

 

So for now, sadly, I'll have to give FuMS a miss until either someone figures out all the server side issues, or GTX stop fobbing people off when they ask about headless clients.

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hey i need help,, ich will edit the Loot at the SEM missione, so i drop the LootData.sqf into the SEM folder and edit it like this:

...

 [
// Loot Option title, and box to be used.  If box = 'VEHICLE' then loot is intended to be placed in a vehicle.
  ["SniperBox","Random"],
  [
  // All weapons and quantity  
  [Rifle_ALL, 3]
  ],
  [// All magazines and quantity
     [Ammo_ALL, 5]
  ],
  [// All items and quantity
      	[Food_ALL, 4]
  ],
  [// All backpacks and quantity
    [Backpacks_ALL, 3]
  ]
 ],  //***********End of Loot************************ 
//**********************************************************************************************************
[
// Loot Option title, and box to be used.  Use of array names is permitted. 
  ["buildingbox", "Random"],
  [// All weapons and quantity 
      ["LMG_Mk200_F", 2],
      ["arifle_MXM_Black_F", 2]
  ],
  [// All magazines and quantity
      ["30Rnd_65x39_caseless_mag_Tracer", 4],
      ["200Rnd_65x39_cased_Box_Tracer", 4]
  ],
  [// All items and quantity
      [buildingCustom, 10]
  ],
  [// All backpacks and quantity
    [Backpacks_ALL, 2]
  ]
 ]
];

FuMS_LOOTDATA set [_this select 0, _lootData];

next i edit the VanCrash like this:

[  //  Loot Config:  Refer to LootData.sqf for specifcs
["None" , [18,-9] ], //[static loot, offset location] - spawns with the mission
["buildingbox" , [-5,0] ], // Win loot, offset location - spawns after mission success
["None" , [0,0] ]  // Failure loot, offset location - spawns on mission failure
],

the mission work, but no Lootbox is spawning

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  On 5/6/2015 at 12:27 PM, Kroenen said:

Hey Horbin, just thought I'd give you a quick update on where I got to with running server side, in case it helps at all.

 

I've given FuMS one last shot with just the heli crashes, coastal missions and madscience.

 

Coastal missions not spawning loot, and the guys in the water dont seem to be able to shoot at you. Loot is possibly due to this error which has been spamming the log for hours now;

12:57:01 Error in expression <il "_box") exitwith {};
_players = _box nearEntities ["Man",FuMS_SmokeProximity]>
12:57:01   Error position: <nearEntities ["Man",FuMS_SmokeProximity]>
12:57:01   Error 0 elements provided, 3 expected
12:57:01 File FuMS\HC\Loot\FillLoot.sqf, line 97
12:57:01 Bad conversion: array

 

 

You did the same as me. I removed 2 of the smoke grenades from the box/smoke when it spawns and you get this error.

 

I have ignored it because if you add all 3 smokes the FPS drops. So 1 smoke is better than no smoke.

 

R.

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Hey Horbin,

I know I know LOLZ another post by that Sanchez fella.

This one however is a simple request. I have created many map edits in M3 editor and use them on the MAP as well as some of my custom missions.

I would like to move them into FuMS for performance reasons, but am stuck with incompatible data and would have to redo the missions.

Since M3 editor has become one of the best to use for this MOD, can I ask that you change this:

 

if (!isNil "_buildingData") then
{
    if (count _buildingData > 0) then
    {
        private ["_firstBuilding"];
        // check if 1st building is at [0,0,0]. If so, work offsets!
        _firstBuilding = _buildingData select 0;
        if (TypeName _firstBuilding == "ARRAY") then {_firstBuilding = [_firstBuilding] call BIS_fnc_selectRandom;};
       // if ([_firstBuilding] call FuMS_fnc_HC_Val_Msn_ValidateBuildings) then
        if (true) then
        {
            private ["_fbLoc","_useOffset","_fireEffect"];
            _fbLoc = _firstBuilding select 1;
            _useOffset = false;          
            if (_fbLoc select 0 == 0 and _fbLoc select 1 == 0 and _fbLoc select 2 ==0) then {_useOffset = true;};    //3d locations, using offsets! 
      //      diag_log format ["##SpawnBuildings: Debug: 1stBuilding: %1  _useOffset:%2",_firstBuilding, _useOffset];
            //foreach _buildingData
            {
               // if ([_x] call FuMS_fnc_HC_Val_Msn_ValidateBuildings) then......
to include the ability to recognize this:

["CinderWall_EPOCH",[14816.2,16370.6,-0.139299],227.048,[[0.0240885,0.0224252,0.999458],[0.731528,0.681016,-0.0329111]],false]
^^This being the data in the mission file itself

private ["_obj"];
	_obj = createVehicle [_x select 0, [0,0,0], [], 0, "CAN_COLLIDE"];
	if (_x select 4) then {
		_obj setDir (_x select 2);
		_obj setPos (_x select 1);
	} else {
		_obj setPosATL (_x select 1);
		_obj setVectorDirAndUp (_x select 3);
	};
} foreach _objs;

^^This being the code that allows recognition of the above code.
Only reason I really ask for this update is because most of us are already using this system for MAP edits and Kiloswiss' SEM mission set.

That line even works inserted into Epoch server settings map.h file with a simple find [ or ] and replace with { or } appropriately.

Please consider this as I am sure most people that are using FuMS would love to have the ease of customization like this as others have provided us.

Thanks Horbin for even giving time to read and consider.

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  On 5/6/2015 at 5:12 PM, DirtySanchez said:

Hey Horbin,

I know I know LOLZ another post by that Sanchez fella.

This one however is a simple request. I have created many map edits in M3 editor and use them on the MAP as well as some of my custom missions.

I would like to move them into FuMS for performance reasons, but am stuck with incompatible data and would have to redo the missions.

Since M3 editor has become one of the best to use for this MOD, can I ask that you change this:

 

if (!isNil "_buildingData") then
{
    if (count _buildingData > 0) then
    {
        private ["_firstBuilding"];
        // check if 1st building is at [0,0,0]. If so, work offsets!
        _firstBuilding = _buildingData select 0;
        if (TypeName _firstBuilding == "ARRAY") then {_firstBuilding = [_firstBuilding] call BIS_fnc_selectRandom;};
       // if ([_firstBuilding] call FuMS_fnc_HC_Val_Msn_ValidateBuildings) then
        if (true) then
        {
            private ["_fbLoc","_useOffset","_fireEffect"];
            _fbLoc = _firstBuilding select 1;
            _useOffset = false;          
            if (_fbLoc select 0 == 0 and _fbLoc select 1 == 0 and _fbLoc select 2 ==0) then {_useOffset = true;};    //3d locations, using offsets! 
      //      diag_log format ["##SpawnBuildings: Debug: 1stBuilding: %1  _useOffset:%2",_firstBuilding, _useOffset];
            //foreach _buildingData
            {
               // if ([_x] call FuMS_fnc_HC_Val_Msn_ValidateBuildings) then......
to include the ability to recognize this:

["CinderWall_EPOCH",[14816.2,16370.6,-0.139299],227.048,[[0.0240885,0.0224252,0.999458],[0.731528,0.681016,-0.0329111]],false]
^^This being the data in the mission file itself

private ["_obj"];
	_obj = createVehicle [_x select 0, [0,0,0], [], 0, "CAN_COLLIDE"];
	if (_x select 4) then {
		_obj setDir (_x select 2);
		_obj setPos (_x select 1);
	} else {
		_obj setPosATL (_x select 1);
		_obj setVectorDirAndUp (_x select 3);
	};
} foreach _objs;

^^This being the code that allows recognition of the above code.
Only reason I really ask for this update is because most of us are already using this system for MAP edits and Kiloswiss' SEM mission set.

That line even works inserted into Epoch server settings map.h file with a simple find [ or ] and replace with { or } appropriately.

Please consider this as I am sure most people that are using FuMS would love to have the ease of customization like this as others have provided us.

Thanks Horbin for even giving time to read and consider.

 

 

 

I'm assuming as Horbin is planning on integrating something like Zupas capture points into FuMS that importing temporary bases would be an integral part of this.

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Second, Dirty,  that capability is in the works...

 

Kroenen,

  

  MadScience - check the Horde.sqf.  No loot is set to spawn. You don't get loot for killing zombies! come one! :)  You can add loot there if you want too.

  HeloCrash - if you don't like the scatter loot, I would recommend just commenting the theme out of the BaseServer.sqf.  Some things you just can't fix with Arma3. :)

  Aquatic Missions - 

 

  "Coastal Missions" - if you mean missions that spawn near the coast..then yes, sometimes AI will walk in water, when they do, they can not shoot.

 

EPOCH restricted until server side code is opened.

MadScience and Raptors will EAT admins. Damage is hard coded in EH's and does not check for any sort of 'status'

Vehicle issue is 'probably' due to causes I discussed in the post specifically concerned with this.  And it is something that is probably affecting any mod that is trying to add more vehicles to the map than EPOCH is 'statically' set to handle.

 

FuMS is a tool for admins to help them build and easily maintain various missions. The themes provided with it are for 'demo' purposes. They provide examples on how to utilize each of the options.  I do not spend alot of time testing individual missions for quirks.

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Hello Horbin,

 

I love your mission system.  But I seem to be having some difficulty installing it on my clean re-install of ArmA 3 Epoch.  I have a new server box so I'm installing the server fresh.  I have everything all set up.  "Vanilla" ArmA 3 Epoch mission runs fine, the database saves everything, etc, etc.  I've gotten the Headless client labeled HC_HAL and it's connecting properly (at least as far as I can tell)--I can see that it's connected in the server console and when I log in as admin.  I made the modifications to the mission.sqm and the descriptions.ext, and added the HC folder to the mission .pbo and then the FuMS.pbo to the addons folder within @epochive.

 

Then I hit a snag.  According to your directions, I need to add an execvm (blah blah) line to the mission's init.sqf.  Problem: the new version of the Epoch mission does not have an init.sqf. Only a mission.sqm, description.ext, and now an HC folder from FuMS.

 

I ran the server just for the fudge of it and I saw a burning heli wreck in the distance first thing off (but it disappeared by the time I was over there).  No other missions seem to appear and me nor anyone else on the server has seen a heli wreck since either.

 

How should I get this to work without a init.sqf?  If I were to write an init.sqf from scratch what should be in it?  Any assistance would be appreciated.

 

Forgot to mention: There are no FuMS related errors or initialization messages mentioned in the server .rpt files, either.  Seems like it's not calling the headless client stuff, which would make sense since the mission is missing the init.sqf...

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Scourge013,

   Here is a copy of the init.sqf I use on my test server




//***************************
//** Execute on all players, HC's, and server
//***************************
[] execVM "HC\Init.sqf";

That should do it.

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Well now, this is odd.  I added a new init.sqf file to the mission copying and pasted what you quoted above...and now the headless client joins the game as "headlessclient" and occupies the first player slot.  It doesn't join as HC_HAL in the Virtual slot.  Still no missions that I can tell on the map, either.  Hrm.  Now I'm really confuzzled.

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07.05.2015 07:08:57: hal (80.39.15.182:2314) - #0 "FuMS_GetPlayerIndex" = B Alpha 1-2:1 (hal) REMOTE
07.05.2015 07:16:20: Akbar (109.1.52.6:2304) - #0 "FuMS_GetPlayerIndex" = B Alpha 1-2:1 (Akbar) REMOTE
07.05.2015 10:33:33: Efe (200.10.60.27:2304) - #0 "FuMS_GetPlayerIndex" = B Alpha 1-2:1 (Efe) REMOTE
07.05.2015 12:00:49: rooh #MATABOT :D (179.234.18.203:2314) - #0 "FuMS_GetPlayerIndex" = B Alpha 1-2:1 (rooh #MATABOT :D) REMOTE
 

 

i added !"FuMS_GetPlayerIndex" to publicvariable.txt

 

 

maybe it should be added to the BE filters.txt on github ?

 

using arma 144|epoch0303|fums15f

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Need help too as Scourge013:

 

I followed the install.txt instructions but it doesn't work for me. Maybe I miss something I can't see. Here's my init.sqf

/* Fun fact: In ArmA2 (v1.62 BETA 101032 and higher) on a Headless Client "hasInterface" returns false*/



if(!isDedicated && !hasInterface)then{};/* headless client only		*/
if(!hasInterface)then{};		/* headless client AND dedicated	*/
if(isDedicated)then{};			/* dedicated server	only	*/
if(isServer)then{};				/* dedicated AND localhost	*/
if(hasInterface && isServer)then{};		/* localhost only	*/
if(hasInterface && !isServer)then{};	/* player only		*/

if (!isDedicated) then {};

if(hasInterface)then{					/* player AND localhost	*/
	waitUntil{player == player};
	[] execVM "addons\status_Bar\init_statusBar.sqf";
	execVM "semClient.sqf";

	//Supply Drop Alert Event
	"SDROP_Alert" addPublicVariableEventHandler {
	hint parseText format["%1", _this select 1];
	};	
};

[] execVM "HC\Init.sqf";

and the lines from RPT log:

 

  Reveal hidden contents

 

 

The headless client connects but not the player. Any ideas?

 

Thanks in advance :)

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14:06:01 "<FuMS> HasAdminAceess: []"
14:06:01 Error in expression < %1",_pData];}
else
{
_dataUID = _pData select 1;
if (_pUID == _dataUID) then {_>
14:06:01   Error position: <select 1;
if (_pUID == _dataUID) then {_>
14:06:01   Error Zero divisor
14:06:01 File FuMS\Menus\HasAdminAccess.sqf, line 18
 

Not sure if anyone has mentioned it before, but I am getting this error in the server log every time a player logs on who is not a FuMS admin:

 

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Hello Horbin,

 

So I figured out why the headlessclient was joining as "headlessclient" and not HC_HAL.  I didn't have the Jurassic dino mod installed on the server.  I decided that dinos do not fit in well with the overall theme, so I used Mikero's .pbo tools to create a new FuMS.pbo without the Jurassic theme in the BaseServer.sqf.

 

Now I receive this error, and despite its specificity I can't for the life of me figure out where the missing [ is in line 37.  It appears to me like there is one there?  Any assistance is appreciated.

 

Here's the relevant part of the .rpt from the server.

 

  Quote

"<FuMS> LoadCommonData: Preparing FuMS common data."
Error in expression <
["Convoy",-1],
["StaticSpawns",-1],

],

true,
false,
true,
true,
true>
  Error position: <],

true,
false,
true,
true,
true>
  Error Missing [
File FuMS\Themes\BaseServer.sqf, line 37
Error in expression <\BaseServer.sqf"

 

 

FuMS_ServerData =
[
[
false,

"testpath",               >
  Error position: <[
[
false,

"testpath",               >
  Error Generic error in expression
File FuMS\Themes\BaseServer.sqf, line 7
Error in expression <
["Convoy",-1],
["StaticSpawns",-1],

],

true,
false,
true,
true,
true>
  Error position: <],

true,
false,
true,
true,
true>
  Error Missing [
File FuMS\Themes\BaseServer.sqf, line 37
Error in expression <
["Convoy",-1],
["StaticSpawns",-1],

],

true,
false,
true,
true,
true>
  Error position: <],

true,
false,
true,
true,
true>
  Error Missing [
File FuMS\Themes\BaseServer.sqf, line 37
Error in expression <
["Convoy",-1],
["StaticSpawns",-1],

],

true,
false,
true,
true,
true>
  Error position: <],

true,
false,
true,
true,
true>
  Error Missing [
File FuMS\Themes\BaseServer.sqf, line 37
Error in expression <
["Convoy",-1],
["StaticSpawns",-1],

],

true,
false,
true,
true,
true>
  Error position: <],

true,
false,
true,
true,
true>
  Error Missing [
File FuMS\Themes\BaseServer.sqf, line 37
"<FuMS> LoadCommonData: ActiveThemes: []"
"<FuMS> LoadCommonData: ActiveThemesHC: []"
"<FuMS> LoadCommonData: THEMEDATA: []"
"FuMsnInit:  ERROR: NO Themes Found! Exiting!"
Error in expression <ActiveMissions = [];

_themeListData = FuMS_ServerData select 3;
{
FuMS_ActiveT>
  Error position: <FuMS_ServerData select 3;
{
FuMS_ActiveT>
  Error Undefined variable in expression: fums_serverdata
File FuMS\Functions\LoadCommonData.sqf, line 35
"************************************************************************"
"###Fulcrum Mission System Critical Error!"
"###   System is OFFLINE"
"************************************************************************"

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Silens,

   No with the gear out of AI owned vehicles. Until a player occupies the vehicle, FuMS considers the vehicle under AI control.

 

Scourge013,

    You only needed to comment out the ["Jurassic",-1] line from the BaseServer.sqf.  AND remove the comma from the next line above it.

  ["StaticSpawns",-1] // creates 10 Dayz style Helo crashes at random locations.
  //  ["Jurassic",-1] // creates 3 encounters with wondering Raptors and some scattered loot.
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v1.5g is up:

 

M3Editor support.  You can now directly import bases/building layouts from M3Editor.  Additionally, FuMS will support translation of the base to any location on ANY map.

Static Weapon support

New AI logic for static weapons

New AI logic for posting guards in towers and upper stories of buildings

New Trigger: Zupa Capture points:  Missions can now be controlled off single/multiple capture points - based heavily upon Zupa's Capture points.

 

Some bug fixes. (see GitHub)

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  On 5/9/2015 at 1:28 AM, horbin said:

v1.5g is up:

 

M3Editor support.  You can now directly import bases/building layouts from M3Editor.  Additionally, FuMS will support translation of the base to any location on ANY map.

Static Weapon support

New AI logic for static weapons

New AI logic for posting guards in towers and upper stories of buildings

New Trigger: Zupa Capture points:  Missions can now be controlled off single/multiple capture points - based heavily upon Zupa's Capture points.

Some bug fixes. (see GitHub)

Hell I would think all this deserved 1.6

Great news Horbin thanks a lot

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