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Fulcrum Mission System v2.1a


horbin

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I GOT IT!
i dont know why but now the Missions works with the M3 Editor :-)
i guess you forgot one pair of [ ] in the copy n paste .txt
 

["M3Editor", [-1,-1], 777, 0,
// paste your array of building objects here
["Land_Wreck_Van_F",[15405.4,17096.6,-0.0408077],0,[[0,1,0],[0,0,1]],false],
["Land_Wreck_CarDismantled_F",[15403,17089.2,0.0783768],0,[[0,1,0],[0,0,1]],false] ]

4) Place a copy of the array in step 3 into the 'Buildings' section of your mission.
This array you are pasting is treated just like a previous FuMS building definition.
Just ensure you place this data as the 1st element in the buildings section.
The mission can still contain other vehicle and building definitions.

so it would looks like this:

[
	["M3Editor", [-1,-1], 777, 0,
   // paste your array of building objects here
	["Land_Wreck_Van_F",[15405.4,17096.6,-0.0408077],0,[[0,1,0],[0,0,1]],false],
	["Land_Wreck_CarDismantled_F",[15403,17089.2,0.0783768],0,[[0,1,0],[0,0,1]],false]
],
 
//BUILDINGS: persist = 0: building deleted at event completion, 1= building remains until server reset.
    ["Land_Wreck_Van_F",[6,6],0,0,"SMOKE_MEDIUM"],   //type, offset, rotation, presist flag
	["Land_Wreck_Ural_F",[-6,-6],0,0,"SMOKE_MEDIUM"]  
],

but it should look like this to work:

[

["M3Editor", [0,0], 777, 0,

   // paste your array of building objects here
 [
	["Land_PowerGenerator_F",[20093.3,17951.1,0.0639572],176.818,[0,0,1],true],
	["Box_NATO_AmmoVeh_F",[20078.9,17950,0.000450134],0,[0,0,1],true],
	["Land_Cargo20_military_green_F",[20085.6,17963,0],244.546,[0,0,1],true]
]

]

],

this works! :-)

 

i got some questions.

 

1. Is it possible to set the AI Soldiers Difficult? (Veteran, Hard, Normal, Easy)

2. Spawnpoints for Missions (SEM), is it possible to set the Mission for, Avoid Towns, Avoid Jammers, Avoid crapy Hills etc... ?

3. Why all Cars i setup for the Missions getting deleted?

4. When i make fix spawnpoints for Missions (SEM) also avoid towns, jammers etc.. ?

5. How i lower the Radius for the Soldiers? Some Soldiers move away from the Mission more as 4km...

 

i hope you understand my crap english ;-)

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Kyrane,

  All of this is in the doc folder, or described in the applicable Themedata or mission.sqf.

 

AI difficulty:

   1) Turn off global overrrides by setting them to zero in the BaseServer.sqf

   2) Edit the GlobalSoldierData.sqf putting the difficulties/skills at the levels you want.

     There are no generic settings, but you can make your own and apply them to the AI

 

SEM missions, because they choose totally random locations will avoid Unoccupied jammers.

If you don't like the missions spawning in hills, I recommend you come up with a set of 10-15 locations of your own and place them in the 'locations' section of the themedata.sqf.  This is the best way to ensure all your 'custom' conditions can be met.

 

Car get deleted unless a player captures it by getting into it. Once a player gets into it, the car 'should' get saved. UNLESS you have this turned off in the BaseServer.sqf

 

To reduce the patrol radius, edit the actual mission files.  Look at the AI_Logic.txt document to find exactly what number to modify, but in most cases it is the last number in the options array of the actual 'AI definition' object in the mission file.

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i guess u missunderstand the car problem.

 

explain: i made a nice mission layout in M3 Editor. i make into the (as example) VanCrash.sqf two Hemtt cars into (NO CONVOY! SEM!).

so it stands below " // paste your array of building objects here ". The build parts are all inside the mission, only the cars are dissapeared.

    ["B_Truck_01_mover_EPOCH",[20117.5,17956.7,0.0668564],25.4545,[0,0,1],true],
    ["B_Truck_01_box_EPOCH",[20108.7,17948.2,0.000732422],267.727,[0,0,1],true],

I dont know why.

Same problem i got with "Zeus" when i spawn a Car-Patrol of AI.

It deletes the AI-Car emmediatly.. and i dont know why.

Sorry for my lot questions but only two left... ( ♥ )

When i choose fixed point locations for the mission (maybe 10 or 15 different locations). Did the "FumS" script also ask for "frequency jammers" or i have to look for myself on my server to watch where is a "jammer" and where not?

 

is it possible to build 50CAL's to use by AI inside the Mission? what i have to consider for this to work?

and the other thing is.. yes i know your manuals... thats why i posted it.
your original "M3Editor Buildings.txt"

3) paste what you copied into the array below.

["M3Editor", [-1,-1], 777, 0,

   // paste your array of building objects here

]

this dont work. it miss one pair "["  "]"

 

this works (my example):

["M3Editor", [0,0], 777, 0,

 [

   // paste your array of building objects here

]
  ]

see what i mean? :rolleyes:

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Kyrane,

  The directions are correct.  The original M3Editor array already has those [ ] brackets. You may have left them out when you copied it out of the file :)

 

You are placing vehicles as buildings. This will not work in FuMS. See the building section syntax for adding vehicles OR add them in the 'vehicles' section of the mission.

 

I WILL add code to FuMS to permit vehicles added in M3 editor to remain in place. (next update in about 4 weeks).

 

static weapons, both manned and unmanned is already supported. See vehicle section and use of "Gunner" AI logic.

 

 

When you use the 'locations' section of the ThemeData.sqf, NO checking is done for Jammers, people, or other encounters.  FuMS only does checks when it is finding a random location on its own (ie not from a 'locations' list or specified by static points)

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i guess u missunderstand the car problem.

 

explain: i made a nice mission layout in M3 Editor. i make into the (as example) VanCrash.sqf two Hemtt cars into (NO CONVOY! SEM!).

so it stands below " // paste your array of building objects here ". The build parts are all inside the mission, only the cars are dissapeared.

    ["B_Truck_01_mover_EPOCH",[20117.5,17956.7,0.0668564],25.4545,[0,0,1],true],
    ["B_Truck_01_box_EPOCH",[20108.7,17948.2,0.000732422],267.727,[0,0,1],true],

I dont know why.

Same problem i got with "Zeus" when i spawn a Car-Patrol of AI.

It deletes the AI-Car emmediatly.. and i dont know why.

Sorry for my lot questions but only two left... ( ♥ )

When i choose fixed point locations for the mission (maybe 10 or 15 different locations). Did the "FumS" script also ask for "frequency jammers" or i have to look for myself on my server to watch where is a "jammer" and where not?

 

is it possible to build 50CAL's to use by AI inside the Mission? what i have to consider for this to work?

and the other thing is.. yes i know your manuals... thats why i posted it.

your original "M3Editor Buildings.txt"

3) paste what you copied into the array below.

["M3Editor", [-1,-1], 777, 0,

   // paste your array of building objects here

]

this dont work. it miss one pair "["  "]"

 

this works (my example):

["M3Editor", [0,0], 777, 0,

 [

   // paste your array of building objects here

]
  ]

see what i mean? :rolleyes:

You didn't read the Docs properly then  because it clearly states to include the extra brackets from the M3Editor file you create.

 

 

1) Take building array from your M3Editor file.

    starting at:
 
_objs = [ ......... ];
 
2) copy the outer most brackets and everything inbetween
 
       [ .........]
 
3) paste what you copied into the array below.
 
["M3Editor", [-1,-1], 777, 0,
 
   // paste your array of building objects here
 
]
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temp solution to M3Editor based vehicles. This should keep them from going 'poof'.

 

\FuMS\HC\MsnCtrl\Spawn\SpawnBuildings.sqf

 

at line 81 replace _bldg = createVehicle [ _type, _newpos,[],0,"CAN_COLLIDE"];

 

with:


if ( _type isKindOf "Air" or _type isKindOf "LandVehicle" or _type isKindOf "Ship") then
{                                 
_bldg = [ _type, _newPos, [], 30 , "CAN_COLLIDE"] call FuMS_fnc_HC_Util_HC_CreateVehicle;    
}else

{
_bldg = createVehicle [ _type, _newpos,[],0,"CAN_COLLIDE"];
};

 

If you find that the vehicles are appearing too far out of position reduce the '30' to a smaller value. I left it at 30 to give Arma3 some room to try and find a reasonable place to spawn the vehicle to hopefully keep it out of trees and other terrain objects when your bases are spawned in locations different from where they where designed.

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ok, my fault.. i totally missunderstand your explain .txt on the Documents... im rly sorry.

is it possible to make a (SEM) mission where "success" is to blow up a spawned building?

Escape with a car? to kill yourself with /suicide in the mission area and earn 3000 krypto for it on your bank?

ehrm.. did i need a "z" coordinate for the fixpoints in missions?

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how i have to insert the vehicles into the SEM mission?

there is no example or explain for it. should i insert it like the same way as M3Editor Buildings?

or another way?
 

],

// Vehicles
[
	["B_Truck_01_mover_EPOCH",	[0,0],0, [0,0,0,0,0]],
	["B_Truck_01_box_EPOCH",	[0,0],0, [0, 0, 0, 0]]
	
],

[ // NOTE: side RESISTANCE for groups == side GUER for Triggers.

is this right? u got some strange example for it with damaged cars.. so i dont know..

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@horbin

 

2. On Bornholm, the Land Patrol doesn't drive around. They just sit there. Take an exact copy of the files and put them on an Altis server, and it works perfectly.

 

FIXED!!!
Problem is with Bornholm map. No urban areas are defined as "Villages" on the map. So the following needs to change: 

[["RESISTANCE","COMBAT","RED","COLUMN"],[[3,"Driver"]],["TrackRoute",[0,0],[0,0],["SAFE","LIMITED",["Villages","Villages"],true,true,false,0]]]

to this, and have "Cities","Captials" added to the waypoints:

[["RESISTANCE","COMBAT","RED","COLUMN"],[[3,"Driver"]],["TrackRoute",[0,0],[0,0],["SAFE","LIMITED",["Villages","Cities","Capitals"],true,true,false,0]]]

This should be updated on your master files that everyone downloads to provide better support for more maps. This change does not affect how the mission runs on Altis, still works as intended.

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Oh cmon plz, no one can help me how i have to write the vehicles in the FumS SEM missions?

 

There is no tutorial given for that part. And its the only thing who stopped me from finish my work...

 

i tried 10 times out of combination.. at least they spawned, but on a fixed position and not by the mission.

 

Any idea?

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and how i insert this vehicles with the same spawnpoint as the missions? atm it use the coords i give when i write the vehicle into the sqf.

 

and is it possible to use a Z coordinate for 50Cal. ? would like to put it on a Roof from a building.. also the AI.

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and how i insert this vehicles with the same spawnpoint as the missions? atm it use the coords i give when i write the vehicle into the sqf.

 

and is it possible to use a Z coordinate for 50Cal. ? would like to put it on a Roof from a building.. also the AI.

Kyrane,

 

All the information you need to do this you already have. Just look at "Themes/Convoy/LandPatrol.sqf" for an example of how to add vehicles to a mission.

 

We're not trying to be rude, but honestly you're asking a lot of questions you can figure out on your own by just looking at what's there already. It's not that hard.

 

As far as a Z coordinate goes for unit placement, I don't think that's possible. The offset only allows for X & Y, not Z.

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alot thanks.. i know it's annoyied always asking questions for maybe if u search a while u find itself the answer.

 

but to be honest... i really like to get feedback from the creator of that script before i waste a week of trial and error.. more error as trial.. i hope u can understand this.

 

;)

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Hello
 
I have a little problem again >.>
 i built a custom Static mission with the SEM part but it won't pop up

HC RPT


23:41:19 Error in ReloadMagazine - unable to locate target weapon srifle_LRR_F
23:41:44 "##ControlLoop: Theme: ["SEM",-1] : HC:1 skipped mission militarybase check your Server .rpt file."
23:42:46 "##ControlLoop: Theme: ["SEM",-1] : HC:1 skipped mission militarybase check your Server .rpt file."
23:42:47 "<FuMS> VehStuck: R Alpha 4-1:6 being teleported to nearest road segment because it was stuck!"
23:43:48 "##ControlLoop: Theme: ["SEM",-1] : HC:1 skipped mission militarybase check your Server .rpt file."
23:44:51 "##ControlLoop: Theme: ["SEM",-1] : HC:1 skipped mission militarybase check your Server .rpt file."
23:45:40 Wrong vertex mapping for person collision geometry found in a3\characters_f\civil\c_nikos.p3d. Selection 1c not found
23:45:40 Wrong vertex mapping for person collision geometry found in a3\characters_f\civil\c_nikos.p3d. Selection 2c not found
23:45:40 Wrong vertex mapping for person collision geometry found in a3\characters_f\civil\c_nikos.p3d. Selection 3c not found
23:45:40 Wrong vertex mapping for person collision geometry found in a3\characters_f\civil\c_nikos.p3d. Selection 4c not found
23:45:40 Wrong vertex mapping for person collision geometry found in a3\characters_f\civil\c_nikos.p3d. Selection 5c not found
23:45:40 Wrong vertex mapping for person collision geometry found in a3\characters_f\civil\c_nikos.p3d. Selection 6c not found
23:45:40 Wrong vertex mapping for person collision geometry found in a3\characters_f\civil\c_nikos.p3d. Selection 7c not found
23:45:40 Wrong vertex mapping for person collision geometry found in a3\characters_f\civil\c_nikos.p3d. Selection 8c not found
23:45:40 Wrong geometry convex component mapping  for person collision geometry found in a3\characters_f\civil\c_nikos.p3d. Convex component number 3. not found
23:45:53 "##ControlLoop: Theme: ["SEM",-1] : HC:1 skipped mission militarybase check your Server .rpt file."
23:46:52 Warning: looped for animation: a3\animals_f_beta\chicken\data\anim\hen\henwalk.rtm differs (looped now 0)! MoveName: hen_stop2lean
23:46:52 Warning: looped for animation: a3\animals_f_beta\chicken\data\anim\hen\henwalk.rtm differs (looped now 1)! MoveName: hen_lean2stop
23:46:56 "##ControlLoop: Theme: ["SEM",-1] : HC:1 skipped mission militarybase check your Server .rpt file."
23:47:58 "##ControlLoop: Theme: ["SEM",-1] : HC:1 skipped mission militarybase check your Server .rpt file."
23:49:00 "##ControlLoop: Theme: ["SEM",-1] : HC:1 skipped mission militarybase check your Server .rpt file."
23:49:21 "<FuMS> VehStuck: R Alpha 4-1:6 being teleported to nearest road segment because it was stuck!"
23:49:36 "<FuMS> VehStuck: R Alpha 4-1:9 being teleported to nearest road segment because it was stuck!"
23:50:03 "##ControlLoop: Theme: ["SEM",-1] : HC:1 skipped mission militarybase check your Server .rpt file."
Server RPT

23:42:33 "[blckeagls] Starting BLUE mission SM1"
23:43:21 "[blckeagls] Starting RED mission SM1"
23:43:43 "A3EAI Monitor: Uptime: 0:6:36. FPS: 46.7836. Active AI Groups: 1. Respawn Queue: 0 groups. HC Connected: false."
23:43:43 "A3EAI Monitor: Static Spawns: 1. Dynamic Spawns: 0. Random Spawns: 13. Air Patrols: 0. Land Patrols: 0."
23:44:10 "[blckeagls] Starting GREEN mission SM1"
23:44:32 "DEBUG: _event PlantSpawner"
23:44:32 x\addons\a3_epoch_assets_3\vegetation\models\pumpkin.p3d: No geometry and no visual shape
23:44:32 x\addons\a3_epoch_assets_3\vegetation\models\pumpkin.p3d: No geometry and no visual shape
23:45:14 "[blckeagls] Starting ORANGE mission SM1"
23:45:28 "<infiSTAR.de FNC_AH1151_KICKLOGSPAWN> ["y0fpwcxq45peudoil",["Lykai","76561198004388126","ALOG",[84,101,108,101,112,111,114,116,32,116,111,32,91,49,56,50,56,48,46,57,44,49,54,51,50,48,46,52,44,48,93,40,71,80,83,58,32,49,56,50,49,54,51,41]]]"
23:45:28 "<infiSTAR.de>AdminLog| 0h 08min | Lykai(76561198004388126) | Teleport to [18280.9,16320.4,0](GPS: 182163) (v0159)"
23:45:28 "[major\sm1.sqf] temporary items are [7822b7f0# 1816959: pallets_f.p3d,78574000# 1816960: empty.p3d]"
23:45:28 Cannot load surface info ca\data\Penetration\rubber.bisurf
23:45:39 "<infiSTAR.de FNC_AH1151_KICKLOGSPAWN> ["y0fpwcxq45peudoil",["Lykai","76561198004388126","ALOG",[84,101,108,101,112,111,114,116,32,116,111,32,91,57,48,56,56,46,48,49,44,49,56,48,51,53,46,57,44,48,93,40,71,80,83,58,32,48,57,48,49,56,48,41]]]"
23:45:40 "<infiSTAR.de>AdminLog| 0h 08min | Lykai(76561198004388126) | Teleport to [9088.01,18035.9,0](GPS: 090180) (v0159)"
23:45:40 "[major2\sm1.sqf] temporary items are [7976eca0# 1817018: wreck_car2_f.p3d,78574a90# 1817019: empty.p3d]"
23:45:40 Wrong vertex mapping for person collision geometry found in a3\characters_f\civil\c_nikos.p3d. Selection 1c not found
23:45:40 Wrong vertex mapping for person collision geometry found in a3\characters_f\civil\c_nikos.p3d. Selection 2c not found
23:45:40 Wrong vertex mapping for person collision geometry found in a3\characters_f\civil\c_nikos.p3d. Selection 3c not found
23:45:40 Wrong vertex mapping for person collision geometry found in a3\characters_f\civil\c_nikos.p3d. Selection 4c not found
23:45:40 Wrong vertex mapping for person collision geometry found in a3\characters_f\civil\c_nikos.p3d. Selection 5c not found
23:45:40 Wrong vertex mapping for person collision geometry found in a3\characters_f\civil\c_nikos.p3d. Selection 6c not found
23:45:40 Wrong vertex mapping for person collision geometry found in a3\characters_f\civil\c_nikos.p3d. Selection 7c not found
23:45:40 Wrong vertex mapping for person collision geometry found in a3\characters_f\civil\c_nikos.p3d. Selection 8c not found
23:45:40 Wrong geometry convex component mapping  for person collision geometry found in a3\characters_f\civil\c_nikos.p3d. Convex component number 3. not found
23:45:48 "<infiSTAR.de FNC_AH1151_KICKLOGSPAWN> ["y0fpwcxq45peudoil",["Lykai","76561198004388126","ALOG",[105,110,102,105,83,84,65,82,32,77,97,112,73,99,111,110,115,32,45,32,49]]]"
23:45:48 "<infiSTAR.de>AdminLog| 0h 08min | Lykai(76561198004388126) | infiSTAR MapIcons - 1 (v0159)"
23:45:57 "<infiSTAR.de FNC_AH1151_KICKLOGSPAWN> ["y0fpwcxq45peudoil",["Lykai","76561198004388126","ALOG",[84,101,108,101,112,111,114,116,32,116,111,32,91,49,50,52,52,50,46,55,44,55,50,53,55,46,55,53,44,48,93,40,71,80,83,58,32,49,50,52,48,55,50,41]]]"
23:45:57 "<infiSTAR.de>AdminLog| 0h 08min | Lykai(76561198004388126) | Teleport to [12442.7,7257.75,0](GPS: 124072) (v0159)"
23:45:57 "[minor2\sm1.sqf] temporary items are [797486b0# 1817163: wreck_offroad2_f.p3d,7a3657f0# 1817164: empty.p3d]"
23:46:17 "<infiSTAR.de FNC_AH1151_KICKLOGSPAWN> ["y0fpwcxq45peudoil",["Lykai","76561198004388126","ALOG",[84,101,108,101,112,111,114,116,32,116,111,32,91,49,50,56,48,54,46,51,44,49,54,54,53,52,46,49,44,48,93,40,71,80,83,58,32,49,50,56,49,54,54,41]]]"
23:46:17 "<infiSTAR.de>AdminLog| 0h 09min | Lykai(76561198004388126) | Teleport to [12806.3,16654.1,0](GPS: 128166) (v0159)"
23:46:52 Warning: looped for animation: a3\animals_f_beta\chicken\data\anim\hen\henwalk.rtm differs (looped now 0)! MoveName: hen_stop2lean
23:46:52 Warning: looped for animation: a3\animals_f_beta\chicken\data\anim\hen\henwalk.rtm differs (looped now 1)! MoveName: hen_lean2stop
23:48:43 "A3EAI Monitor: Uptime: 0:11:37. FPS: 18.5615. Active AI Groups: 2. Respawn Queue: 1 groups. HC Connected: false."
23:48:43 "A3EAI Monitor: Static Spawns: 1. Dynamic Spawns: 0. Random Spawns: 12. Air Patrols: 0. Land Patrols: 0."
23:49:00 "<infiSTAR.de>ConnectLog| ---Disconnected: Lykai(76561198004388126) - time: 629.663 - serverTime: 687.297 (v0159)"
23:49:00 Client: Remote object 4:1 not found
23:49:33 "DEBUG: _event PlantSpawner"
23:49:33 x\addons\a3_epoch_assets_3\vegetation\models\goldenseal.p3d: No geometry and no visual shape
23:49:33 x\addons\a3_epoch_assets_3\vegetation\models\goldenseal.p3d: No geometry and no visual shape


//BanditCamp.sqf
// Horbin
// 12/31/14
// Based upon drsubo Mission Scripts

[
["BanditCamp", 200, "LAND"], // Mission Title NOSPACES!, and encounter radius
["Bandit Camp","mil_objective", "ELLIPSE","ColorGreen","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
    600,    // Win delay: Time in seconds after a WIN before mission cleanup is performed
    30       // 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
    [   "Military Fort",
         "",
         "A bandit Fort has been located!"
     ],
    
    // Mission Success Message
    [   "Mission Success",
         "",
         "The Bandits have been terminated."
    ],
  
    // Mission Failure Message
    [  "Mission Failure!",
        "",
        "The Bandits have escaped!"
    ] 
],
[  //  Loot Config:  Refer to LootData.sqf for specifcs
["None" , [18,-9] ], //[static loot, offset location] - spawns with the mission
["RANDOM" , [-5,0] ], // 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.
	["Land_HBarrier_Big_F",[12790.1,16721.9,0.00197601],64.2272,[[0.900525,0.434804,0],[-0.0470036,0.0973496,0.99414]],false],
	["Land_HBarrier_Big_F",[12787.2,16729.3,-0.34919],74.4545,[[0.963418,0.268003,0],[-0.0214563,0.0771311,0.99679]],false],
	["Land_HBarrier_Big_F",[12787.5,16737.3,-0.348129],107.182,[[0.955371,-0.295408,0],[0.0236504,0.0764869,0.99679]],false],
	["Land_HBarrier_Big_F",[12809.9,16757.9,-0.262444],345.273,[0,0,1],true],
	["Land_HBarrier_Big_F",[12832.4,16767.2,-0.247131],339.954,[0,0,1],true],
	["Land_HBarrier_Big_F",[12901,16778.8,-0.220627],4.09082,[0,0,1],true],
	["Land_HBarrier_Big_F",[12908.5,16778.2,-0.247131],12.2726,[0,0,1],true],
	["Land_HBarrier_Big_F",[12927.6,16754.9,-0.247131],69.9545,[0,0,1],true],
	["Land_HBarrier_Big_F",[12929.1,16751.2,-0.247131],253.636,[0,0,1],true],
	["Land_HBarrier_Big_F",[12916.9,16732.5,-0.137398],311.727,[0,0,1],true],
	["Land_HBarrier_Big_F",[12913,16727.4,-0.247131],300.273,[0,0,1],true],
	["Land_HBarrier_Big_F",[12906.4,16704.4,-0.247131],278.591,[0,0,1],true],
	["Land_HBarrier_Big_F",[12906.8,16696.4,-0.77948],254.455,[[-0.96342,-0.267995,0],[-0,0,1]],false],
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	["Land_HBarrier_3_F",[12826.4,16718.3,0.00812531],357.136,[[-0.0499592,0.998751,0],[0,0,1]],false],
	["Land_HBarrier_3_F",[12834.7,16720.5,0.00812531],357.136,[[-0.0499592,0.998751,0],[0,0,1]],false],
	["Land_HBarrier_3_F",[12829.8,16724.4,0.00812531],357.136,[[-0.0499592,0.998751,0],[0,0,1]],false],
	["Land_HBarrier_3_F",[12825.5,16730.6,0.0367203],357.136,[[-0.0499592,0.998751,0],[0,0,1]],false],
	["Land_HBarrier_3_F",[12833.8,16731.1,0.00812531],357.136,[[-0.0499592,0.998751,0],[0,0,1]],false],
	["Land_HBarrier_Big_F",[12872.9,16769.3,-0.0408554],34.7726,[0,0,1],true],
	["Land_HBarrier_Big_F",[12888.6,16771.7,-0.0408554],51.9545,[0,0,1],true],
	["Land_HBarrier_Big_F",[12893.1,16764.5,-0.0408554],67.4999,[0,0,1],true],
	["Land_HBarrier_Big_F",[12897,16748.1,-0.0408554],83.4545,[0,0,1],true],
	["Land_HBarrier_Big_F",[12898.9,16740.5,-0.318459],73.6363,[0,0,1],true],
	["Land_HBarrier_Big_F",[12903.9,16734.4,-0.270836],20.8635,[0,0,1],true],
	["Land_HBarrier_Big_F",[12910.9,16732.2,-0.217827],20.8635,[0,0,1],true],
	["Land_HBarrier_Big_F",[12895.3,16756.7,0.00313568],79.3635,[0,0,1],true],
	["Land_HBarrier_Big_F",[12887.5,16727.5,0.0370407],16.7728,[0,0,1],true],
	["Land_HBarrier_Big_F",[12877.5,16763.1,0.0293732],70.7726,[0,0,1],true],
	["Land_HBarrier_Big_F",[12879.9,16755.2,0.0293732],76.0908,[0,0,1],true],
	["Land_HBarrier_Big_F",[12883,16748,0.0293732],57.6817,[0,0,1],true],
	["Land_HBarrierTower_F",[12889.7,16750.4,0],163.227,[[0.288575,-0.957457,0],[0,-0,1]],false],
	["Land_HBarrier_3_F",[12876.5,16768.9,0.0063858],307.227,[0,0,1],true],
	["Land_HBarrier_3_F",[12879.2,16773.9,0.120285],298.636,[0,0,1],true],
	["Land_HBarrier_3_F",[12880.5,16768.7,0.120285],331.363,[0,0,1],true],
	["Land_HBarrier_3_F",[12879.3,16762.8,0.120285],337.091,[0,0,1],true],
	["Land_HBarrier_3_F",[12887.7,16767.1,0.120285],330.954,[0,0,1],true],
	["Land_HBarrier_3_F",[12853.3,16739.3,0.0132065],8.99973,[0,0,1],true],
	["Land_HBarrier_3_F",[12845.3,16737.4,-0.118408],5.3179,[0,0,1],true],
	["Land_HBarrier_3_F",[12853.7,16732.4,-0.0256805],349.772,[0,0,1],true],
	["Land_HBarrier_3_F",[12848.7,16729.2,-0.059906],6.54521,[0,0,1],true],
	["Land_HBarrier_3_F",[12842.8,16725.3,0.0404282],341.182,[0,0,1],true],
	["Land_HBarrier_3_F",[12853.9,16724,-0.0377502],8.59067,[0,0,1],true],
	["Land_HBarrier_3_F",[12850.3,16706.9,-0.0239182],0.408801,[0,0,1],true]
],
[ // AI GROUPS. Only options marked 'Def:' implemented.

[["RESISTANCE","COMBAT","RED","LINE"],   [  [3,"Sniper"]           ],     ["Explore",[6,-6],[0,0],[0]     ]],
[["RESISTANCE","COMBAT","RED","LINE"],   [  [3,"Rifleman"],[1,"LMG"] ],   ["Explore",[6,6],[0,0],[0]     ]],
[["RESISTANCE","COMBAT","RED","LINE"],   [  [3,"Rifleman"]           ],   ["BoxPatrol",[-6,-6],[0,0],[0]     ]]
],

// Vehicles
[
                 
],
// Triggers and Event control.
[ // NOTE: side RESISTANCE for groups == side GUER for Triggers.
    [    //WIN Triggers and Controls
      //["LowUnitCount", "GUER", 0, 0, [0,0]], // all enemies are dead:  side options "EAST","WEST","GUER","CIV","LOGIC","ANY"
      ["ProxPlayer", [0,0], 100, 1], // 1 player is within 100 meters of encounter center.
      ["BodyCount", 7],
      ["Reinforce", 25, "Random"],
	  ["AllDeadorGone"]
    ],
    [    //LOSE Triggers and Controls
//      ["HighUnitCount", "GUER",10,40,[0,0]] // 10 enemies get within 40m's of encounter center
   //   ["TIMER", 15000]   // Encounter fails after 1500 seconds (250 minutes)
    ],   
    [    //Phase01 Triggers and Controls
//      ["Detected",0,0]    //Launch mission if any group or vehicle detects a player
      
    ],
    [    //Phase02 Triggers and Controls
    
    ],
    [    //Phase03 Triggers and Controls
    
    ],
    [    // NO TRIGGERS: Uncomment the line below to simply have this mission execute. Mission triggers from a mission that
          // launched this mission will continue to be observed.
    // Uncommenting this line will ignore all triggers defined above, and mission will pass neither a WIN or LOSE result.
    //   ["NO TRIGGERS"]
    ]
],

[
//    "TestPhase1",  //Phase01
//    "TestPhase2", //Phase02
//    "TestPhase3" //Phase03
]

];
 

 

//ThemeData.sqf
// Horbin
// 1/10/15
// Inputs: Theme index into which to store this data.
// Outputs: none
 //  Options , Mission List, Points List
_themeData =
[
    [
        "SEM",   // Needs to match the folder name!
        3,  //Mission Selection: 1=Random, 2=In order, 3=Random, once only until all missions run
        60, // Respawn delay in seconds
		true, // global loot
		true, // global soldier data
		true  // autostart
    ],
    [  
        
        // The below missions MUST be in the same folder as this file! 
        //see Test Theme ThemeData.sqf for other options
        ["militarybase",[12795.4,16631.3]]

    ],
    [   
        // List of Encounter locations to be used if Global random locations are not desired
        
    ],
	[
		[ // AI Radio Chatter configuration
			1, // radio channel used by AI - "ALL"= messages heard w/o radio
			false, // silent Check-in =true: AI squads will NOT check-in with BaseOps when they spawn.
			true, // AI death messages enabled.
			1500, // Radio Range (for AI. BaseOps's high power radio has unlimited range)
			"Sudo",    // AI callsign, groups will be numbered..ie Bear01, Bear02
			"Kiwi" // BaseOps call sign
		],
		[  // AI to Base Chatter
			["CheckIn", "We are <DIST> meters <DIR> from <MSNNAME>."],
			["Position", "Currently at <POS>."],
			["Detected", "Clones nearbye <MSNNAME>."],
			["Less50", "We are taking heavy casualties!"],
			["SitRep", "On station. <#ALIVE> souls, <#DEAD> dead. <STATUS>"],
			["Done", "Roger Out."],
			["Death", "We are under attack!"],
			["DetHostileAI", "Human Mercenaries have been spotted in the area."]
		],
		[   // Base to AI chatter
			["CheckIn", "Copy, return to base ASAP"],
			["Position", "Say your current position."],
			["Detected", "Roger. Weapons Free. All clones hostile."],
			["Less50", "We have you Lima Charlie. Stand bye!"],
			["SitRep", "99 <CALLSIGN> pass SITREP."],
			["HELP", "Support is on its way!."],
			["Death", ""],  // no response.
			["DetHostileAI", "Roger. Weapons Free, Capture as many as you can."]
		]
	]	
	
	
	
];

FuMS_THEMEDATA set [_this select 0, _themeData]; 

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Your 'buildings' section is not following the format needed for M3Editor buildings. Check the docs section on the proper format.

 

You are missing some fields at the start of your building's array that tells FuMS to use M3Editor format.

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Thanks :)

 

i changed it now to 

["M3Editor", [-1,-1], 777, 0,
	["Land_HBarrier_Big_F",[12790.1,16721.9,0.00197601],64.2272,[[0.900525,0.434804,0],[-0.0470036,0.0973496,0.99414]],false],

i still get the same message and what is the red marked numer ?

 

Edit: ok no color then lol i mean the 777

 

Edit2: ok new message inside the hc log 

 1:19:35 Error in expression <_action_deverrouiller_valide"];
};

if (_fonctionnalites select 1) then
{
_objet>
 1:19:35   Error position: <_fonctionnalites select 1) then
{
_objet>
 1:19:35   Error Undefined variable in expression: _fonctionnalites
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woops my bad 

 

thats the right one 

 3:46:15 "##ValidateMissionData: ERROR in Mission Data"
 3:46:15 "Recommend verifying data in file \FuMS\Themes\SEM\militarybase on your server!"
 3:46:15 "                          Mission militarybase in Theme SEM offline!"
 3:46:15 "REASON: Building Data: should be array size 4 or 5. Found M3Editor"
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ok finally i get the cars inside. is it possible to made a fixed spawnpoint for the car, just like the buildings?

 

i build a hangar and want my car inside from the mission, but when the mission spawn the car stand arround 10-20 metres from the central point away. is it possible to fix this, just like the rest of the building parts from M3 Editor?

 

Would be nice if its possible to directed the spawn point from the vehicles through the mission.

["B_Truck_01_mover_F",[0,0],[1 ,""],"None"]

[-1,-1] or [1,1] take not effect of what i expect.

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i tried with your costumized code in spawnbuildings.sqf on line 84

 

if ( _type isKindOf "Air" or _type isKindOf "LandVehicle" or _type isKindOf "Ship") then
{                                 
_bldg = [ _type, _newPos, [], 30 , "CAN_COLLIDE"] call FuMS_fnc_HC_Util_HC_CreateVehicle;    
}else
{
_bldg = createVehicle [ _type, _newpos,[],0,"CAN_COLLIDE"];
};

but it still dont work. the vehicle spawns almost 30-60 metres away from the central of the mission. and there is no thing with what it can collide.

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i tried with your costumized code in spawnbuildings.sqf on line 84

if ( _type isKindOf "Air" or _type isKindOf "LandVehicle" or _type isKindOf "Ship") then{                                 _bldg = [ _type, _newPos, [], 30 , "CAN_COLLIDE"] call FuMS_fnc_HC_Util_HC_CreateVehicle;    }else{_bldg = createVehicle [ _type, _newpos,[],0,"CAN_COLLIDE"];};
but it still dont work. the vehicle spawns almost 30-60 metres away from the central of the mission. and there is no thing with what it can collide.
dude you don't have reading comprehension.

he even told you what to edit.

Look at that code one more time..... do you see the 30?

Well thats exactly what you are complaining about.

You just complained that the code actually does its job......

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