horbin Posted March 6, 2015 Author Report Share Posted March 6, 2015 Line 123 of SpawnNotifications.sqf if ( count _missionNameOverride > 0) then { // diag_log format ["##SpawnNotifications : override mission %2 name to %1",_missionNameOverride, _markers select 0]; _mkr2 setMarkerText _missionNameOverride; } else { _mkr2 setMarkerText (_markers select 0);}; change too: if ( count _missionNameOverride > 0) then { // diag_log format ["##SpawnNotifications : override mission %2 name to %1",_missionNameOverride, _markers select 0]; _mkr2 setMarkerText format[" %1",_missionNameOverride]; } else { _mkr2 setMarkerText format[" %1",(_markers select 0)];}; That should do it. computermancer 1 Link to comment Share on other sites More sharing options...
computermancer Posted March 6, 2015 Report Share Posted March 6, 2015 Thanks dude! Link to comment Share on other sites More sharing options...
R4ziel Posted March 11, 2015 Report Share Posted March 11, 2015 When my players clear out a TownRaid mission which they love the crate does not spawn, which they dont quite love hehe. Any tips on getting those enabled? Link to comment Share on other sites More sharing options...
second_coming Posted March 11, 2015 Report Share Posted March 11, 2015 The only time I've had that happen is when I've edited the loot file and made a typo or if there are 1 or 2 rogue AI still knocking around glitched into buildings. Link to comment Share on other sites More sharing options...
R4ziel Posted March 11, 2015 Report Share Posted March 11, 2015 The only time I've had that happen is when I've edited the loot file and made a typo or if there are 1 or 2 rogue AI still knocking around glitched into buildings. Strange, I didnt change anything but ill give it a once over and see if I missed anything. Link to comment Share on other sites More sharing options...
horbin Posted March 11, 2015 Author Report Share Posted March 11, 2015 Look at the mission too...one of the 'win' triggers for this mission is BodyCount. They need to kill at least 20 of the AI before they complete their search of the town and evacuate. BodyCount does not increment for AI killed by vehicles, so if they drive through town like MadMax, they may not get encounter credit :) Also, if they are seeing the 'Win' message, but no loot box, please send me a copy of your '.rpt'. There is a bug (fixed, in the next release) that does cause an issue if you are using 'random' in the loot box selection. [ //WIN Triggers and Controls ["LowUnitCount", "GUER", 3, 300, [0,0]], // 3 or fewer enemies within 500m ["ProxPlayer", [0,0], 150, 1], // 1 player is within 150 meters of encounter center. ["TIMER", 600], // prevents victory until at least 10 minutes into encounter ["BodyCount",20] // at least 20 enemy must be killed by players. Link to comment Share on other sites More sharing options...
horbin Posted March 11, 2015 Author Report Share Posted March 11, 2015 Preview Release 2.0 +HC disconnect/reconnect greatly optimized! +Multiple Headless Client support. FuMS now properly cleans up AI when controlled from multiple HC's. +AdminTools: SetPlayer, SetMission are now functioning properly. Admins will be able to designate a player and then spawn in any FuMS mission on that player's location. + Mission Syntax pre-compiler Complete! Headless client now scans and pre-compiles all missions. If an error is found the mission will not be used as part of the theme, and a message will be inserted into the HC's .rpt log. + Syntax checker should also eliminate any .sqf errors or crashes due to misconfiguration. If you experience any of these, please forward your .RPT to me! + 80% reduction in Mission .pbo footprint for FuMS (now less than 30kb)! + All HC files moved to server side PBO. HC's now download all their scripts and data from the server upon connecting. + BaseServer MinFrameRate Option added to BaseServer.sqf to limit HC interaction with server if FPS drops below the specified amount. - Removed radiochatter sound file. Functionality still there, but unique static sound no longer packaged with FuMS. **(Admins may need to remove the CfgSounds definition in description.ext from the previous install) # 2 second delay added to mission creation after buildings are placed to provide opportunity for them to initialize and be positioned prior to creation of units. # modified 'halo/para drop' code to fix a bug that resulted in AI sometimes never realizing they reached the ground. + Smoke Box options - see BaseServer.sqf Trigger range - smoke now activates on player proximity (0=unlimited) Colors - smoke color can now be customized Duration - duration of smoke now independent of loot box cleanup timer # fixed reliability of admin menu, and enhanced it to support multiple HC's and server-side spawning (non-HC) configuration. + 5 Theme Options now availible via the ThemeData.sqf: 1: Create random mission from theme's list each control loop cycle. 2: Create missions 'in order' found in the ThemeData.sqf 3: Create random mission, until all in the theme's list have been spawned. 4: Spawn all missions in the theme's list immediately. Use the theme's respawn delay to 'regenerate the mission when it is complete. 5: Spawn all missions in the theme's list ONLY once! Additional options added to enhance Admin use of dynamic events. **************** ** Admin Note ** ** To support migration to server side script storage and Multiple-HC support all mission files need to undergo the following changes: -remove 'initData =' -remove 'MissionData = _initData;' -remove 'HCHAL_ID publicVariableClient "MissionData"; ** +SmokeBox options array replaces true/false flag in BaseServer.sqf *****Missions packaged with FuMS are ready to go! Setting up a routine for the server to pass the scripts to the HC has taken a little work, but the end result is a mission side foot print of less than 30kb for the mod. Also, these changes provide for MULTI-HC support. Cleanup, and mission control via the admin menu now work across multiple HC's. I am working out a couple of final bugs with the Admin menu. I hope to have the new files up by Friday. MillerTime, stonXer, Smok3 and 4 others 7 Link to comment Share on other sites More sharing options...
jjvaardt Posted March 11, 2015 Report Share Posted March 11, 2015 Horbin you r a legend MillerTime 1 Link to comment Share on other sites More sharing options...
second_coming Posted March 11, 2015 Report Share Posted March 11, 2015 Sounds good! Link to comment Share on other sites More sharing options...
MillerTime Posted March 11, 2015 Report Share Posted March 11, 2015 Sounds awesome Great job Link to comment Share on other sites More sharing options...
jjvaardt Posted March 12, 2015 Report Share Posted March 12, 2015 Hi I want to use the VCOM AI addon, how do I set a random rank for individual units. as currently the rank is not set. Maybe add "_rank = ([PRIVATE, COLONEL,....] call bis_fnc_selectrandom) _unit" to the Spawnsoldier.sqf. Will VCOM AI work with FuMs & will this work. Link to comment Share on other sites More sharing options...
horbin Posted March 12, 2015 Author Report Share Posted March 12, 2015 I have already incorporated VCOM AI Driving via a flag in the BaseServer.sqf. SpawnSoldier.sqf is the core script used to create/equip each unit. CreateGroup.sqf is the core script to form groups (it calls SpawnSoldier) SpawnGroup.sqf is the script that assigns AI logic to each group created based upon info provided in the encounter file. VCOM AI Driver is initialized in FuMsnInit.sqf. If you want to add additional AI behavior you can follow the format used for setting up the VCOM AI Driver script. If there is additional things like Rank, you want to add, that could be placed into SpawnSoldier and/or CreateGroup depending on if you want it to configure your AI. Hope that helps. If there are specific ai scripts you want folded in from VCOM, let me know and I'll try and fold those in as part of the VCOM Driving enable option. Link to comment Share on other sites More sharing options...
1Man Posted March 13, 2015 Report Share Posted March 13, 2015 I think I am going to give headless client a try, would love to have a pair of cpu's dedicated just for that and to run my AI Link to comment Share on other sites More sharing options...
second_coming Posted March 13, 2015 Report Share Posted March 13, 2015 I think I am going to give headless client a try, would love to have a pair of cpu's dedicated just for that and to run my AII had the headless client running on a separate server for a time but had loads of issues syncing the server restart (if I didn't restart the HC then after a few server restarts the HC would crash)The headless client only uses about 20% of the CPU time on my system, the main issue I have is that the server itself only ever uses about 60-70% of the CPU and no more (even without the headless client running). If only they could get the server to actually use the resources in the system fully it would run so much better. Link to comment Share on other sites More sharing options...
SpiRe Posted March 13, 2015 Report Share Posted March 13, 2015 I had the headless client running on a separate server for a time but had loads of issues syncing the server restart (if I didn't restart the HC then after a few server restarts the HC would crash) The headless client only uses about 20% of the CPU time on my system, the main issue I have is that the server itself only ever uses about 60-70% of the CPU and no more (even without the headless client running). If only they could get the server to actually use the resources in the system fully it would run so much better. I have separated HC and Server and both are restarted at the same time using BEC on server ( restarts one minute before HC ) and Task Scheduler on HC Link to comment Share on other sites More sharing options...
horbin Posted March 14, 2015 Author Report Share Posted March 14, 2015 v1.4 is out. Multi-HC support. Full Admin mission spawning support, to include spawn of encounters on other players and admin Syntax checking now added to FuMS. Missions and Config files are actively parsed at server start to validate data. Direct errors and their location are now logged to .rpt to assist in custom mission configuration. 95% of files moved to server side. mission.pbo foot print now ~35kb!!!! ZENITHOVMAN, computermancer, stonXer and 4 others 7 Link to comment Share on other sites More sharing options...
second_coming Posted March 15, 2015 Report Share Posted March 15, 2015 Hi horbin, I've tried using the new dynamic mission spawning (selecting myself as the location for now) and it spawns in the mission fine.Unfortunately it keeps on respawning again and again when you clear it. I couldn't see any option to stop it respawning (I killed the mission with the admin menu and it just respawned again). Link to comment Share on other sites More sharing options...
horbin Posted March 16, 2015 Author Report Share Posted March 16, 2015 The mission you spawn will follow the 'respawn' characteristics of the theme it belongs too. The 2 example missions I put in the 'admin' theme will only spawn once per server reset. Basically you will want to have a theme, like the 'admin' theme, that has a LONG respawn timer. Put the missions you wish to 'admin' spawn there. Otherwise, launching a mission from a different theme, is just the same as 'toggling' that theme to on, but just with the 1 mission you are launching. Hope that helps. computermancer 1 Link to comment Share on other sites More sharing options...
second_coming Posted March 16, 2015 Report Share Posted March 16, 2015 OK cheers :) Link to comment Share on other sites More sharing options...
Darth_Rogue Posted March 16, 2015 Report Share Posted March 16, 2015 Ever had it happen where you go to use the FUMS admin tool and it crashes Arma 3? That's what I'm dealing with at the moment. This is the error that happens right before the crash: 15:14:56 "##PlayerInit: FuMS Admin Menu = true" 15:15:22 "##AdminMenu: Running" 15:15:23 Error in expression <", "0"]; for [{_slot=0},{_slot < count FuMS_HCIDs},{_slot=_slot+1}] do { privat> 15:15:23 Error position: <FuMS_HCIDs},{_slot=_slot+1}] do { privat> 15:15:23 Error Undefined variable in expression: fums_hcids 15:15:23 File FuMS\Menus\Player\ToggleTheme.sqf, line 9 15:15:23 Error in expression <", "0"]; for [{_slot=0},{_slot < count FuMS_HCIDs},{_slot=_slot+1}]do { _active> 15:15:23 Error position: <FuMS_HCIDs},{_slot=_slot+1}]do { _active> 15:15:23 Error Undefined variable in expression: fums_hcids 15:15:23 File FuMS\Menus\Player\KillMission.sqf, line 8 15:15:23 Error in expression <ce",true]]; for [{_ii=0},{_ii < count FuMS_HCNames},{_ii=_ii+1}] do { _txt = f> 15:15:23 Error position: <FuMS_HCNames},{_ii=_ii+1}] do { _txt = f> 15:15:23 Error Undefined variable in expression: fums_hcnames 15:15:23 File FuMS\Menus\Player\SetResource.sqf, line 8 15:15:24 Error: can't resize AutoArray to negative size! Also, when I load into the lobby there are no "slots" on the left side of the screen like there should be normally. There's 100 slots in my mission.sqm and I checked the formatting to make sure I hadn't put in an extra }; someplace. Any thoughts? EDIT: Seems the crashing was happening because I was trying to access the menu too quickly after server restart and the values hadn't been passed to all variables yet. That part is ok it seems. The mission issue though is a little concerning. Link to comment Share on other sites More sharing options...
horbin Posted March 16, 2015 Author Report Share Posted March 16, 2015 I've just added some 'isNil' checks for that. Thanks Darth. Crashing bad...... As for the lobby, not too sure. Like you said, I would suspect a mission.sqm issue. FuMS doesn't touch any of that stuff. Link to comment Share on other sites More sharing options...
Darth_Rogue Posted March 16, 2015 Report Share Posted March 16, 2015 It's really weird, because all I did in there is copied the Item0 for the HC into it, replacing the existing Item0. Will keep checking it out. Link to comment Share on other sites More sharing options...
Darth_Rogue Posted March 16, 2015 Report Share Posted March 16, 2015 Fixed it. Had set the HC to the first player slot in mission.sqm. Needs to be at the bottom, in position 101, in order for all other slots to appear. Link to comment Share on other sites More sharing options...
horbin Posted March 16, 2015 Author Report Share Posted March 16, 2015 Darth, Thanks. I put a note in the install instructions explaining this impact. I had not realized this was occurring. For folks who want to see that slot list, I added instructions on how place it at the end of the list. Link to comment Share on other sites More sharing options...
Darth_Rogue Posted March 17, 2015 Report Share Posted March 17, 2015 There's one thing left outstanding that I need to address before I can roll this out to production. Missions seem to spawn anywhere in the wilderness, even in deep forests. For most things this is good, but what if a mission spawns right on top of a player base in the middle of nowhere? Is there a check that can be put in to ensure that the missions only spawn in open areas? Town invasions would be exempt from that of course. Link to comment Share on other sites More sharing options...
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