stonXer Posted April 11, 2015 Report Share Posted April 11, 2015 Could there be a bypass added for HC at the gender selection plz :) happydayz 1 Link to comment Share on other sites More sharing options...
happydayz Posted April 14, 2015 Report Share Posted April 14, 2015 Or very least an auto selection after a set period of time... Would fix the problem as well! :) Link to comment Share on other sites More sharing options...
stonXer Posted April 15, 2015 Author Report Share Posted April 15, 2015 Pleaaaaase put auto select onto the gender after x time! Link to comment Share on other sites More sharing options...
axeman Posted April 15, 2015 Report Share Posted April 15, 2015 Will take a look at this. Do you have any logs etc. Or more information that will help speed up the process? We have always planned proper HC support. I'd be more inclined to detect the HC and pass it straight through. Link to comment Share on other sites More sharing options...
stonXer Posted April 15, 2015 Author Report Share Posted April 15, 2015 Doesn't really give any errors, nothing in the HC's log, just a load of Gender Spam in RPT then timeout, seems that the mods start transfering data onto HC while its on the gender screen, then all fails and cleans up all ai on map :/ after the fail the headlessclient just sits in the clonelab. 16:07:41 "##HeartMonitor: Waiting on Gender for <NULL-object>" 16:07:44 "##HeartMonitor: Waiting on Gender for <NULL-object>" 16:07:47 "##HeartMonitor: Waiting on Gender for <NULL-object>" 16:07:50 "##HeartMonitor: Waiting on Gender for <NULL-object>" 16:07:53 "##HeartMonitor: Waiting on Gender for <NULL-object>" 16:07:56 "##HeartMonitor: Gender assignment timeout! No GenderAssigned for HeadlessGent" Link to comment Share on other sites More sharing options...
SpiRe Posted April 15, 2015 Report Share Posted April 15, 2015 Pleaaaaase put auto select onto the gender after x time! gender is auto selected after 30 sec Link to comment Share on other sites More sharing options...
stonXer Posted April 15, 2015 Author Report Share Posted April 15, 2015 It is? can't say I've ever sat on that screen at all.. hmm must look further :/ Link to comment Share on other sites More sharing options...
Darth_Rogue Posted April 15, 2015 Report Share Posted April 15, 2015 Update your FuMS to 1.5C. This issue is fixed. stonXer and axeman 2 Link to comment Share on other sites More sharing options...
axeman Posted April 15, 2015 Report Share Posted April 15, 2015 Needs a slot adding in the mission for HC. stonXer 1 Link to comment Share on other sites More sharing options...
stonXer Posted April 15, 2015 Author Report Share Posted April 15, 2015 Thought I had latest version in.... forever doing this shit.. MUST CLEAN MY WORKING FOLDERS! :) lol axeman :D Link to comment Share on other sites More sharing options...
Darth_Rogue Posted April 15, 2015 Report Share Posted April 15, 2015 Face also recommended in his A3EAI thread to always have at least one more HC slot in your mission.sqm than you really need. That way the server has options as to which slot the HC can latch onto when it logs in. My guess would be that that's more important if you're running more than a single HC though, but it's probably not bad practice to do anyways just because. Link to comment Share on other sites More sharing options...
Face Posted April 16, 2015 Report Share Posted April 16, 2015 I'm all for the HC passthrough idea, it would probably help reduce the overhead needed to run each HC since in its current state, HCs are able to trigger antagonist spawns even while they're standing within the cloning lab area, and we all know how that can affect server performance. Link to comment Share on other sites More sharing options...
Darth_Rogue Posted April 16, 2015 Report Share Posted April 16, 2015 Personally, I'd like to see an option to define world space coords where HCs are supposed to spawn in. Currently they spawn in the clone room, and to me it's just silly and looks really stupid having one or two characters just standing there. It would be nice if the world space coords defined for the HCs in mission.sqm were where the HC units actually appeared in game. Then they could still be connected to the server, but we could throw them in the ocean or something so they're out of sight. Link to comment Share on other sites More sharing options...
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