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  On 12/19/2014 at 8:37 AM, seelenapparat said:

the problem is related to the function, which calls the units and vehicles: bis_fnc_findsafepos. this function is spawning the units in the center of the map, if it cant find a safe position. but I have the feeling, that it sometimes just spawns them in the center, wether it could safely spawn them or not.

I removed that function and spawn the units now like DZMS does.

 

Just working with the example and not NetShark's code, what I see is the default way the example calls the mission. It will find a position for the mission, and then within that it will index the loot location within that. From that loot location, it will spawn the mission itself. My presumption is the intent is to add more randomness to it, and make it more harder to pinpoint the objective from the map.

 

If he didn't account for that when he built his mission, that may explain why they spawned in such a detached manner.

// Random location

_position = [getMarkerPos _spawnMarker,0,_spawnRadius,10,0,20,0] call BIS_fnc_findSafePos;

_loot_pos = [_position,0,(_markerRadius - 100),10,0,20,0] call BIS_fnc_findSafePos;

_position is the safe location found by the game

_loot_pos is the location found within the confines of the marker radius (minus 100 as indicated by the code).

 

I'm still figuring this all out myself. I like the bones of it, though I need to learn a lot of stuff just to get it to do what I want it to do. The open layout of things makes this a bit fun. Anyways... take it sleazy.

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Hi, thanks for pointing out all that :)

In my case, I decided to reduce the markerRadius and so far it's been working fine.

 

Another question:

What if I want to spawn a mission on a static location?

What would be the right sintax to modify the line:

_spawnMarker = 'center';

Can I use coordinates there?

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  On 1/2/2015 at 12:20 PM, NetShark said:

Hi, thanks for pointing out all that :)

In my case, I decided to reduce the markerRadius and so far it's been working fine.

 

Another question:

What if I want to spawn a mission on a static location?

What would be the right sintax to modify the line:

_spawnMarker = 'center';

Can I use coordinates there?

 

Yeah to do static locs just put coords in after _pos = blah blah, then reference that pos in your call.

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  On 1/3/2015 at 1:34 AM, FoamysWorld said:

Yeah to do static locs just put coords in after _pos = blah blah, then reference that pos in your call.

 

Hey Thanks, but I didn't get it....

 

you mean I have to set the coords on each variable with _pos, (eg: _loot_pos, _aiunit_spawn_pos, etc) ?

_loot_pos = [_position,0,(_markerRadius - 100),10,0,20,0] call BIS_fnc_findSafePos;

and, what kind of coords will I use? database coords like or mission.sqm file like?

So, for example: 

Instead of: 

_aiunit1 = [_aiunit_spawn_pos,50,4,"Bandit",_loot_pos,"M2"] execVM "\z\addons\dayz_server\addons\FMission\AI_BP\AI_Unit_Common.sqf";
sleep .5;

I should use:

_aiunit1 = [[325,[3010.98,11830.5,0.277]],50,4,"Bandit",_loot_pos,"M2"] execVM "\z\addons\dayz_server\addons\FMission\AI_BP\AI_Unit_Common.sqf";
sleep .5;

or: 

_aiunit1 = [14825.6,110.96082,16547.9,50,4,"Bandit",_loot_pos,"M2"] execVM "\z\addons\dayz_server\addons\FMission\AI_BP\AI_Unit_Common.sqf";
sleep .5;

Thanks

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  On 12/15/2014 at 12:25 PM, Mr White said:

This is what I am getting with both vehicle and heli patrols:

 

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nothing obvious is jumping out, it happens with all example missions I have used that spawn vehicles and heli patrols

 

edit, I noticed your github history, the arrays are named slightly differently.

I too am getting these errors any luck fixing this? 

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  On 1/4/2015 at 1:57 AM, bobbart said:

I too am getting these errors any luck fixing this? 

 

yeah, I'll post corrected files

 

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I almost submitted a github push for that, but... eh...

 

it added spaces when I first tried, lets see if editing fixes.

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Hi,

Can someone tell me what I have to do, to change the minefield so mines only explode when vehicles drive over them (all vehicles including bike) and not players on foot, cause this anoys alot of my players and I realy would like to change it.

This is an awsome Mission System, much respect to Foamy for his work!

 

Many thx in advance.

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in your FLoot -> FLoot_Bandit:

 

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then create a file FAI_Unit_Killed:

 

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then in FAI_Create_Unit set the path to the FAI killed sqf:

 

  Reveal hidden contents

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See, this is exactly what I was hoping for when I did this. Seeing you guys work together to make it better. LOVE IT!

 

I wish I had time to devote to FMission since my coding skills have increased dramatically (about 3000 hours) since I wrote this system and I could make it super wicked now but alas I am committed to my new projects for Arma 3 and need to finish those before doing anything else. Perhaps once I get those up and running I can come back to FMission and make it the best missions system for epoch hands down.

 

I am re-doing my master dev server next week so maybe I will setup an A2 Dev environment and finish up the last of those other missions I did.

 

For those interested in my other projects here is a bit of info.

 

CQ - ETA Summer 2015

"Closed Quarters" is a Team DM platform for Arma 3 that will be a fast paced COD style of game play with kill streaks, perks, levels, achievements etc etc. We are going all out on this with great visuals, sounds and level design. There is nothing like this out there for Arma. 

 

We changed forums and services for our new games so here is the new link to the main community.

http://www.therevolutiongaming.com/

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hey FoamysWorld, just wanted to say thank you for this awesome mission system. It might not be DZMS or WAI, but I love the 

fact, that it is so small yet so customizable.

made some kool mission with it like convoy, base defence, secret cave mission and kill a certain target etc.

 

I think it is good as it is. its a base where admin can start doing their own thing with.

maybe only the killcounter for npc could be implemented and rpgs as a choice.

but thats it I think.

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