DirtySanchez Posted June 20, 2015 Report Share Posted June 20, 2015 Well with this big update here and many fixes.I think I will start with a fresh set of files and build it back up with current examples to steer me right.Again thanks Horbin for all your work on FuMS Link to comment Share on other sites More sharing options...
horbin Posted June 20, 2015 Author Report Share Posted June 20, 2015 If you see any conflicts with Face's AI mod, let me know. I have not tested it myself, but the new HC connection logic no longer relies on EPOCH based variables. I'm hoping that will do the trick :) Link to comment Share on other sites More sharing options...
DirtySanchez Posted June 20, 2015 Report Share Posted June 20, 2015 For my rebuild last month I ended up dumping A3EAI until we got back some performance. then with all your new additions and updates, I got rid of several addons and stuck with yours! Its got a few things I need to learn more about but it's so highly customizable that I'm doing server events and getting to play in them too! Link to comment Share on other sites More sharing options...
horbin Posted June 20, 2015 Author Report Share Posted June 20, 2015 Awesome. I am hoping the ability to now add your own custom scripting will expand options. Have to see have folks put it to use. Let me know if there are specifics you are looking for. I can always add more options ;) Link to comment Share on other sites More sharing options...
ZENITHOVMAN Posted June 21, 2015 Report Share Posted June 21, 2015 @horbin, u da man! *donated again because like cindy crawford says,"your worth it". :D Stench Link to comment Share on other sites More sharing options...
horbin Posted June 21, 2015 Author Report Share Posted June 21, 2015 Thanks Zenith! I have a couple "FIXES" I will post here, they will be part of the next release: Fix for SLOW helicopters/helo's not patrolling at proper speeds **In \FuMS\HC\MsnCtrl\Spawn\SpawnVehicle.sqf 1) copy lines 157 and 159 2) paste these two lines at line 111 after '_numdrivers = 0;' 3) comment out line 157 and 159. Fix for Aquatic Mission's AI not firing on players 1) open each mission in the Aquatic theme. 2) change the side from "EAST" to "RESISTANCE" 3) ...DUH... no idea how that happened!!! happydayz, DirtySanchez and ZENITHOVMAN 3 Link to comment Share on other sites More sharing options...
happydayz Posted June 21, 2015 Report Share Posted June 21, 2015 Ok so having an error pop on a mission im building... have this in my win trigger ["DmgBuildings","0", 0.7],//destroy building trigger ["LowUnitCount", "EAST", 3, 100, [0,0]] (its East for a reason...) HC is complaining that: "REASON: Trigger Data:Win state: invalid Trigger name. Found DmgBuildings" thoughts? Link to comment Share on other sites More sharing options...
happydayz Posted June 21, 2015 Report Share Posted June 21, 2015 "I can always add more options".... Requests from myself...(can get around most of them to make it work but have to make lots more stages to missions: allow reinforcements to be called on a lose not just a win... add civilians to the ai list, and if you want to do more add them so that they spawn in say as a hostage sitting or something. add sappers etc to the ai list. (i have done this myself but have to add it in manually each changeset) add the option to have an OR condition for win/lose... so say players have to complete specific triggers to win or lose a mission, OR they can complete another trigger to win/lose. Cuts down on the number of phased missions that i have to chuck in to simply act as "OR" conditions. also would like an option to enable the win/lose to spawn a specific mission. rather than leaving those blank and using phases and lots and lots of phased missions to try and work the loops required for multiple pathway missions. Link to comment Share on other sites More sharing options...
DirtySanchez Posted June 21, 2015 Report Share Posted June 21, 2015 Yes Happy, I will agree with you that when trying to customize the missions using the triggers provided can be wonky.I just about gave up on my one mission while trying to get the second and third stages to not error out....STILL NOT FIXED on my end. :( Link to comment Share on other sites More sharing options...
horbin Posted June 21, 2015 Author Report Share Posted June 21, 2015 Happy, I'm taking a look at that DmgBuildings trigger issue. Your syntax looks correct. I just built a mission with those exact triggers...no issues on my side..will look a little more. All your other recommendations are on my list, I'll see what I can do. With respect to the Reinforcements, that 'trigger' is active DURING the mission. Any time a group gets below 50% in number, the group leader has the 'percent' chance (set in the trigger) of calling for reinforcements. Up to 3 waves of reinforcements can possibly be called during any 1 mission. If the group leader is killed, that group can't call for help. And if the players wear down a group to below 50% and then lose track of the leader for that group, they could be in for some serious issues as that leader will make an attempt every 2 minutes to call reinforcements. Link to comment Share on other sites More sharing options...
happydayz Posted June 21, 2015 Report Share Posted June 21, 2015 i think i made a booboo and put the wrong fileset up... so was using old files hahahaha testing now to see if the dmg works... Link to comment Share on other sites More sharing options...
happydayz Posted June 21, 2015 Report Share Posted June 21, 2015 only noticed cos i hadnt changed the zombies to sappers yet on this version... yet there they were spawned into my mission... oops ZENITHOVMAN 1 Link to comment Share on other sites More sharing options...
He-Man Posted June 21, 2015 Report Share Posted June 21, 2015 I have a problem by spawning missions with the admin control. 1. I can't choose the HC as the spawner. There is only the Server and a free space available. 2. When I choose a mission, my position as anchor, the server as spawner and start mission, nothing happens. Autostart / Toggle Theme "on" works fine for this mission. Only manual spawn doesn't work for me :( Any idea, what could be the problem? Link to comment Share on other sites More sharing options...
Richie Posted June 21, 2015 Report Share Posted June 21, 2015 Do i have to do anything to support Australia map ? I not really fussed (yet) about blacklisting areas. Link to comment Share on other sites More sharing options...
horbin Posted June 21, 2015 Author Report Share Posted June 21, 2015 Richie, The 'geometry' of that map will need to be added to \FuMS\HC\Util\GetWorldInfo.sqf If FuMS does not find the map name, it check's "CfgWorlds" for the map's center, and sets a map size of 7000. Should work, but not ideal. Example: [ "altis", [15834.2,15787.8,0], // Map Center 12000, // Map Size [ //Exlusion Areas [[13000,15000,0],[14000,14000,0]], // Middle spawn near Stavros [[05900,17100,0],[06400,16600,0]], // West spawn [[18200,14500,0],[18800,14100,0]], // East spawn [[23400,18200,0],[23900,17700,0]] // Clone Lab ], [ //Default Areas ] ], Richie 1 Link to comment Share on other sites More sharing options...
horbin Posted June 21, 2015 Author Report Share Posted June 21, 2015 He-man, Are you seeing the HC on the list of 'positions' you can select? It sounds like your HC is not fully connected (recognized by FuMS). The HC should show up on the list just like you or any other player. Strike the above....there is a bug in there. Link to comment Share on other sites More sharing options...
He-Man Posted June 21, 2015 Report Share Posted June 21, 2015 Horbin, the HC is only visible for me as admin in the player list. I can select him as HC_HAL in "set anchor". He controlls all other FUMS missions fine. I also can kill missions and change toggle themes (and it works) So I think, it's all ok with him... The only problem is the manual spawn of missions. Link to comment Share on other sites More sharing options...
horbin Posted June 21, 2015 Author Report Share Posted June 21, 2015 yea, its broke atm. I just took a look at it. Will make repairs here soon :) happydayz and He-Man 2 Link to comment Share on other sites More sharing options...
He-Man Posted June 22, 2015 Report Share Posted June 22, 2015 Horbin, is it possible for you to change the CapPoint trigger, that the player must be outside of a vehicle? So nobody can capture it with a Strider or somethng else ;) Link to comment Share on other sites More sharing options...
Carp! Posted June 22, 2015 Report Share Posted June 22, 2015 I would love to see an option to make the HC's invisible. I've read numerous posts talking about it, but none that discuss how to actually do it. If I missed it, please someone post it here :D Link to comment Share on other sites More sharing options...
DirtySanchez Posted June 22, 2015 Report Share Posted June 22, 2015 Do i have to do anything to support Australia map ? I not really fussed (yet) about blacklisting areas.World size Richie, ill pull my info I have FuMS already up and running fine. Link to comment Share on other sites More sharing options...
DirtySanchez Posted June 22, 2015 Report Share Posted June 22, 2015 ["australia",[20947,20107],160000],Squeeze that into GetWorldInfo.sqf in your FuMS\HC\Util folder! Link to comment Share on other sites More sharing options...
Richie Posted June 22, 2015 Report Share Posted June 22, 2015 Cheers Mr sanchez, although i have the following and don't seem to have any issues : [ "australia", [20480,20480,0], // Map Center 55000, // Map Size [ //Exlusion Areas [[30400,6100,0],[30200,6500,0]] // Clone Lab ], [ //Default Areas ] ], Link to comment Share on other sites More sharing options...
DirtySanchez Posted June 22, 2015 Report Share Posted June 22, 2015 Cheers Mr sanchez, although i have the following and don't seem to have any issues : [ "australia", [20480,20480,0], // Map Center 55000, // Map Size [ //Exlusion Areas [[30400,6100,0],[30200,6500,0]] // Clone Lab ], [ //Default Areas ] ],yes that is the expanded list you would need to include blacklisted areas! noice!Jeez I look at that and every time I think I have 1 too many zero's in there but that's a big ass map.Are you getting the mission on the very east and west coast with that low number? mine have been fine with the 160000. Link to comment Share on other sites More sharing options...
Richie Posted June 22, 2015 Report Share Posted June 22, 2015 yes that is the expanded list you would need to include blacklisted areas! noice! Jeez I look at that and every time I think I have 1 too many zero's in there but that's a big ass map. Are you getting the mission on the very east and west coast with that low number? mine have been fine with the 160000. They're spread out perfectly http://i.imgur.com/mJhodjh.jpg DirtySanchez 1 Link to comment Share on other sites More sharing options...
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