Horbin
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https://github.com/horbin/FuMS-HC-Exile V0.2 Ryan's Zombie and Demons support (see github for details). V0.1 ported over from EPOCH. FuMS is a powerful mission system designed to be used by a Headless client. FuMS is able to be heavily modified by admins with little programming experience. FuMS provides multiple 'theme loops' that control different mission types permitting admins to run different types of missions based upon their current server population and community desires. FuMS also includes support for direct importing of M3Editor desigend areas. FuMS can take a M3Editor design from any map and can even move the entire design to other locations. FuMS base distro includes: Functions on any map! Town Invasion Missions, Simple Bandit Missions, Aquatic Missions, Helo patrols, Dayz style Helo crash sites, Random vehicle patrols, and Rescue Captive missions. Custom mission conditions based upon #AI, destroying buildings, destroying vehicles, rescuing captives. Custom AI difficulties and equipment. Missions able to spawn child missions based upon conditional branching. Intelligent mission spawning that will avoid player bases when they are occupied and avoid other encounters already in progress. All missions utilize default Exile loot tables. All missions can be modified for custom loot and vehicles. See the Docs folder for details on modifying functionality or designing your own themes and missions.
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https://github.com/horbin/FuMS-HC-Exile V0.1 ported over from EPOCH. FuMS is a powerful mission system designed to be used by a Headless client. FuMS is able to be heavily modified by admins with little programming experience. FuMS provides multiple 'theme loops' that control different mission types permitting admins to run different types of missions based upon their current server population and community desires. FuMS also includes support for direct importing of M3Editor desigend areas. FuMS can take a M3Editor design from any map and can even move the entire design to other locations. FuMS base distro includes: Functions on any map! Town Invasion Missions, Simple Bandit Missions, Aquatic Missions, Helo patrols, Dayz style Helo crash sites, Random vehicle patrols, and Rescue Captive missions. Custom mission conditions based upon #AI, destroying buildings, destroying vehicles, rescuing captives. Custom AI difficulties and equipment. Missions able to spawn child missions based upon conditional branching. Intelligent mission spawning that will avoid player bases when they are occupied and avoid other encounters already in progress. All missions utilize default Exile loot tables. All missions can be modified for custom loot and vehicles. See the Docs folder for details on modifying functionality or designing your own themes and missions.
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prue420, Look in GlobalSoldierData.sqf around line 228. You can change the 'RescueGroup" reweard to 0 or some other value there. This is also where you can reduce the 'penalty' for killing a captive. I didn't label it well but the "Civ01" definition is what is used for the captives. (I know I documented it somewhere, but I don't see it in this file...sorry)
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@prue420, Lower respect in the file that defines each AI type in GlobalSoldierData.sqf in the base of the Themes folder. @canuckbrain, You can define 'no spawn' areas for your specific map in the \FuMS\HC\Util\GetWorldInfo.sqf In there you should be able to define areas of 'no spawn'. Another solution, you can simply create a bunch of locations and place those in each Theme's ThemeData.sqf. This solution is a little more tedious, but it gives you more fine control over exactly where missions should spawn. For your 'random' option, for now, you'll need to add that for yourself. But here is a simple solution...I think. Go to \FuMS\HC\Loot\GetQuantity.sqf This function is what handles the current 'loot' array. I would recommend simply adding code that evaluates _value for maybe -1. If it finds it, it then looks at the over values to determine 'random chance' and number of items. If the random check passes, set _value to the number of items that should be created. RL is keeping me away from coding atm, my CPU resources are limited ;(, but I hope that helps. &yesyesjo, I hope someone else has had your issue and figured out how to fix it...sorry I can't help ya further bud!
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@Omen, Check your loot definition. When I remove the comments it looks like the 'loot' is not defined correctly. It looks like your 'static' portion is missing. Try this. [ ["None",[0,0]], ["RoadBlock",[5768.10498,20083.322266,0.51135803]], ["None" ,[0,0] ] ], On a side note, If this was the problem, you should be seeing an error message in your HC's .rpt file telling you about the malformed mission area. Let me know how this works!
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@Darth_Rogue It may be DMS. I reall someone else having an issue with additional AI, or AI spawning on the wrong side. Exile did not make changes to the 'sides' for players in a recent update did they?
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Darth, Not too sure on that one! Drop your theme down to just 1 mission, and see if it happens. Maybe for some reason a couple of those locs are 'invalid' or something and FuMS is putting multiple missions on top of each other. Let me know what ya find.
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Lumi, If you are using FuMs, do the following: 1) install the addon in the proper @Zombies and Demons folder on your Server, HC. 2) add the @Zombies and Demons to your -mods= option for your Server and HC. 3) make sure all your players do the same for their clients.(ie download and enable the mod). All the rest is configured by your server admins through customization of the provided zombie theme or by building your own missions with zombies. @yesyesjo, Hey, I am not sure what is causing your issues with the AI killing each other. I have not heard of this problem from anyone else. Maybe another mod is conflicting? or an error in a script file you edited? If you can get me some more details, I may be able to help.
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I'll see if I can figure out a simple code change to get the messages to come up. Not sure why they are not. The messages are via a PublicVariable call which the server should pass ..anyway I'll take a look.
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..though I will say FuMS -server only- is completely untested!
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zone04, Hey I'm glad you have it working at some sort of level w/o an HC! When you say 'won't display the mission details', do you mean no messages, nothing on the map, or both? This will help me isolate the possible cause. Right now, I'm not seeing a reason for this to not be displayed when FuMS is running as you have it configured.
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Poptart, For the town invasions, the truck drivers are on mission to take their vehicle to a defined area in the town, then stop and 'drop off' their soldiers. Unless the vehicle is disabled, they will ignore attacks until they reach their drop off zone. The same with the vehicles that come later to pick up the soldiers from the town. They will move into town, stop and wait for all their crew that is alive to board, then the driver departs. I agree, the ai behaviour could be tweaked a little more, to better react during 'pickup' and drop off. I've put this on my list of 'to dos' :)
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Pestis, send me a copy of your HC's .rpt, and a clip of your server .rpt where it shows the HC connecting. I'll take a look and see what I can do.
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Bruiser, Are you using a custom addon for your safezones? Just like a player, the HC's AI should not be able to do damage under the exile designed zones. If this is occuring with the exile default safe zones, let me know and I'll look into it. odizzzle, Check your description.ext for a possible error? Sounds like something not related to the mod.
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rmbcbv, Make sure your your 'player' game client is using the same version of the zombie mod.
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@rmbcbv, Make sure you add the mod to your -mods= line for your server and client (including the HC).
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@sL@iNe- I'm not sure what could be causing the crash. If you are not using Altis map, be aware there are Altis specific missions in the test folder. Maybe one of those is causing the problem. @zonen04 Check out the installation.rtf on the git hub. These steps are what I use to configure the HC. There are other ways to do it. I know that these steps work well.
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@Omen, There are a couple flags you can you for the launchers. One is in the gear definition for each AI type (this was explained a couple posts up, in this thread). The other section that you mentioned provides a location to define gear that the AI has access too, but the players do NOT. Any loot defined in this section will be deleted from the AI when they die. If you want items to remain on the AI's body, just remove those items from the list @zonen04 Make sure you increase your max players to 101. Sounds like you added the info for the HC in your description file, but did not increase the number from 100 to 101.
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Sorry, been out of town on holiday. (I avoid computers when I can, when on vacation ) Anyway, I do not run the mod on any community myself. The themes that come with FuMS are more to demonstrate 'how to do things' than to really provide a super rich environment. I did not put much thought into them, but rather built quick missions and themes to help test out the various options. This, and not wanting to turn folks servers into candy land, is why the loot tables are fairly basic. I am fairly happy with FuMS as it sits right now. I'm not aware of any serious bugs. No major plans to press out anything new to the system...BUT I am always open to suggestions....so if there is anything you want to see added, or think would be cool, let me know and I'll see what I can do. Dirty is right, I like to do the coding, like to chases folks around in Arma, but uggg I have a distaste for the server admin side of it I hope for all of you on the U.S. side that you had a great Thanksgiving weekend! @sL@iNe- I do not see the HC connecting and initializing in either of your .rpt's. Are you sure your HC is connecting to your server? I've done this in the past. Spent a good hour chasing down a problem to find out my HC was connecting to the wrong server!
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Omen, Each mission file has a flag to turn player notification on/off. (Note player radio messages are permanently disabled) If you want to modify the display of the notifications, you can find the format in: \FuMS\HC\MsnCtrl\Spawn\SpawnNotifications.sqf
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red_ned, This mod is pretty much HC only. Back in its infancy it had partial functionality without an HC (when it worked with EPOCH). It is on my list of 'to-do's': getting it to be able to run server side for low pop servers. I'm hoping to have this available under exile by the end of the year. Other projects keeping my busy at the moment (like learning autodesk so I can design a new dive ladder for my boat! ).
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Place your server and HC in the localclient list. Place your HC in the headlessclient list. And make sure you have batteyeLicense=1; (not sure why I can't turn off the bold! https://community.bistudio.com/wiki/server.cfg Dedicated client in Headless Client mode Parameter Description localClient[]={127.0.0.1}; to indicate clients with unlimited bandwidth and nearly no latency (https://dev-heaven.net/issues/62500), Available since Arma 2:OA build 99184 , including Arma 3 headlessClients[]={"xxx.xxx.xxx.xxx", ...}; The server doesn't allow arbitrary connections from headless clients if you do not define the headless clients IPs. Multiple Connections and Addresses are allowed in the case of more than one Headless Client.
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## Reminder## -- FuMS Advanced Admin Feature -- (its been there, just lightly documented) For all of you admins that are comfortable with sqf coding, check out the format of the ThemeData.sqf in the \Themes\Test folder. Additionally check out the three files under the \Themes\Test\Scripts folder. This code permits you to pass mission objects to a custom script and have it run at mission start. Additionally you can pass results from custom script and the mission objects to another custom script that will run at the mission's end. This functionality will permit you to add your own environmental noises, perform unique modifications to AI, buildings and vehicles, create custom warnings, or conduct specific server side configurations (ie changing weather, teleporting players, whatever YOU want to do) before and after a mission. Note: This functionality is at the 'Theme' level, so the scripts will be executed on all missions belonging to the theme from which you implement the 'special scripts'. Note: Default FuMS AI logic can not be overridden under this feature, BUT you can spawn your own AI (even through another mod) and modify/assign those AI's behavior. Just remember if you want to have FuMS perform 'accounting' of these AI (for trigger purposes) make sure you add the AI's group to the '_groups' variable so that it gets passed back to FuMS.
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Cassius, I believe all the kill messages are coming in via Exile. I don't recall setting anything up for this under exile, but I'll double check. Maybe some old EPOCH code still floating around. Playerwatch attempts to spawn the missions on top of the player. Any positioning of AI, vehicles and AI will be dependent upon the 'offsets' used in the mission file. Only exception is when the player is in a vehicle. In this case Playerwatch attempts to set the center of the encounter between 100-500m in front of the player based upon their speed (faster=further out). Issue I have run into during testing is that if a player happens to turn just after a mission is told to spawn, by the time the mission actually shows up, it can often end up being off to the player's left or right. Let me know what you are seeing. I may be able to tweak it some more, or if it is totally not working, come up with a better approach.
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WOPR, For the drivers, define the following logic: (see MissionFile.htm for details too!) 1. ["CONVOY", [spawnloc], [actionloc], [speed, FlagRTB, FlagRoads, FlagDespawn, convoyType]] ["CONVOY",[0,0],["Cities"],["NORMAL", false, true, false]] This will direct the driver to go from its starting location to a random city at the normal driving speed. The driver upon reaching the city will take up a generic patrol pattern. The driver will (true) follow roads to get to the city. The driver and its vehicle will not despawn upon reaching the city. Note: because convoyType is not defined in this example, any AI in the 'cargo' of the vehicle will be disembarked upon reaching the city. If you define "XFILL" then when the vehicle arrives in the city AI within 200m of the vehicle will proceed to the vehicle for evacuation. When all AI are aboard, the driver will return to its spawn location. Note: actionloc can also be an offset (ex: [100,100]) or a specific map location. Convoy is designed to have vehicles drop off and pick up AI. If you are looking to simply establish patrols of vehicles, look at the options under "PATROLROUTE" and "TRACKROUTE". Both of these AI logics are set up to restrict the AI to only driving on roads.