Knocks

FuMS 0.420 - The Relaunch and Repair Project

75 posts in this topic

First post updated, and GitHub master branch has been updated.  Here are the major updates:

Spoiler

v0.420
****
- Added ability to import mission building info from ASL type missions (Old school missions that used Above Sea Level rules when exporting their data)
- Added "LOITER" AI logic to make AI stand guard in one spot until combat starts
- Added "TimerNoPlayers" trigger so that you can have a timer end a mission unless there are players withen 300 m
- Added ability to randomize loot drop locations by providing array in loot location
- Corrected issue where AI would start shooting at each other, especially crews and drivers
- Did some preliminary work on adding in Raptors and Destroyer static vehicle
- Added ability to add in more popcaps per mission loot box (default is 500 + up to 1000 more but you can specify random amount in loot file)
- Corrected issue when mission buildings are spawned in but didn't match terrain.  Now buildings will reset properly even on hillsides
- Corrected issue with mission buildings spawning in without simluation enabled.  They also cannot be destroyed
- Modified ZUPA code to use Exile Toasts to annouce status of mission capture points
- Corrected issue with Admin Menu that displayed error on menu
- Created mission template to fully document the mission system (WIP, this will be corrected soon)
- Ported over missions from these several great authors who were graciious enough to let me include in the base FuMS system
    
    STATIC ALTIS MISSIONS
    - Abandoned Village         ([CiC]red_ned)
    - AI Island                    ([CiC]red_ned)
    - Bosmos                    ([CiC]red_ned)
    - Castle-183                ([CiC]red_ned)
    - Chelonisi                    ([CiC]red_ned)
    - Destroyer                 (=CF=Dragunov) (STILL WIP, DO NOT USE)
    - GraveRobbers                (Mythbuster)
    - Military Junkyard            ([CiC]red_ned)
    - Kastro Castle                ([CiC]red_ned)
    - Kavala Hospital            (=CF=Dragunov)
    - KoreFactory                (=CF=Dragunov)
    - Labrinthe                    (Kimi_Hunters)
    - Marsh Battle                (Mythbuster)
    - Kill the Mayor            ([CiC]red_ned)
    - Military Raid                (HeadlessRocket)
    - Open Harbor                (Mythbuster)
    - PowerPlant                (=CF=Dragunov)
    - Proteus                    (=CF=Dragunov)
    - Radioactive                (=CF=Dragunov)
    - Storage Invasion            ([CiC]red_ned)
    
    DYNAMIC AI TYPE MISSIONS
    
    - ned Bandit                ([CiC]red_ned)
    - ned Reserach Mission        ([CiC]red_ned)
    - ned Sniper Camp            ([CiC]red_ned)
    - Pauls Bambi Slide            (GolovaRaoul)
    
    DYNAMIC LOOT TYPE MISSIONS
    
    - ned Building Materials    ([CiC]red_ned)
    - ned Cash Bandits            ([CiC]red_ned)
    - ned Drinks Transport        ([CiC]red_ned)
    - ned Guns Guns Guns        ([CiC]red_ned)
    - ned Medical Mission        ([CiC]red_ned)
    - Pauls Beert Transport     (GolovaRaoul)
    - Pauls IKEA loot            (GolovaRaoul)
    
    DYNAMIC VEHICLE MISSIONS
    
    - ned Civilian Car            ([CiC]red_ned)
    - ned Hatch Back            ([CiC]red_ned)
    - ned Huey                     ([CiC]red_ned)
    - ned Hunter                ([CiC]red_ned)
    - net Ifrit                    ([CiC]red_ned)
    - ned Offroad                ([CiC]red_ned)
    - ned Strider                ([CiC]red_ned)
    - ned Ural                    ([CiC]red_ned)
    - Paul Anti-Air                (GolovaRaoul)
    - Pauls Little Bird            (GolovaRaoul)
    
These missions help document the new features and options for mission spawning so pleaes look through them to see if answers your questions.


 

I'll be porting more missions as time allows, and then I'll move on to static missions for other maps.  I only have base server running as my dev box so no access to other maps, but I'll add that also.

 

If you know of other mission creators that I missed, please let me know. 

Edited by Knocks
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23 hours ago, Irkutsk86 said:

@KnocksHello! I found errors on my server hc_2019 log-04-22_18-00-45
https://pastebin.com/bYaSya7y

There looks like several issues.  It would be more helpful to put the whole file in, not just the errors.

 

Don't worry about this one.  I need to fix this dumb error but it doesn't impact the server (I don't think)

Spoiler

18:04:46 Error in expression <loc select 0) == "ARRAY" ) then exitWith{};


if (TypeName _loc == "ARRAY") then>
18:04:46   Error position: <{};


if (TypeName _loc == "ARRAY") then>
18:04:46   Error Missing ;
18:04:46 File FuMS\HC\Val\Util\VerifyLocation.sqf, line 18

 

 

 

 

I think I know what is causing this, let me work on it.  Thanks!

Spoiler

18:06:00 Error in expression <, _status, _statusChangeAt]];
}
forEach ExileClientToasts;>
18:06:00   Error position: <ExileClientToasts;>
18:06:00   Error Undefined variable in expression: exileclienttoasts
18:06:00 File exile_client\code\ExileClient_gui_toaster_pushToBottom.sqf, line 40
18:06:00 Error in expression <ePosition"];
disableSerialization;
if !(ExileClientToastAreaVisible) exitWith { >
18:06:00   Error position: <ExileClientToastAreaVisible) exitWith { >
18:06:00   Error Undefined variable in expression: exileclienttoastareavisible
18:06:00 File exile_client\code\ExileClient_gui_toaster_addToast.sqf, line 14
 

 

This is a legit bug, thanks!  I need to look at it more.  Does it stop the missions from spawning or anything?

Spoiler


18:06:35 "<FuMS> GetSafeMissionSpawnPos: Territory located near [11348.6,11443.6]"
18:06:35 Error in expression <xitwith {_folksHome = true;};
}foreach _plotPoleList;          
};
if (!_folks>
18:06:35   Error position: <_plotPoleList;          
};
if (!_folks>
18:06:35   Error Undefined variable in expression: _plotpolelist
18:06:35 File FuMS\HC\MsnCtrl\Util\GetSafeMissionSpawnPos.sqf, line 87

 

This looks like a problem with mapping a building in.  Did you change anything that would help find this?

Spoiler

18:07:15 Error in expression <_persist = _x select 3;



if (TypeName _type == "ARRAY") then {_type = _type ca>
18:07:15   Error position: <_type == "ARRAY") then {_type = _type ca>
18:07:15   Error Undefined variable in expression: _type
18:07:15 File FuMS\HC\MsnCtrl\Spawn\SpawnBuildings.sqf, line 47
 

 

This is a normal error, tried to put too many people in a vehicle

Spoiler


18:08:26 "<FuMS:vExile.420> SpawnVehicle: NON-FATAL ERROR: Index:32/Iremi Bay excess crew defined for O Delta 1-2:3. Vehicle is Full!"

 

 

This one happens sometimes.  No worries.  I think it has something to do with random spawns

Spoiler

18:09:09 Error in expression <le (format ["%1_Lineage",_msnTag]);
if (_lineage select 1 != 0) then
{  

[_lin>
18:09:09   Error position: <_lineage select 1 != 0) then
{  

[_lin>
18:09:09   Error Undefined variable in expression: _lineage
18:09:09 File FuMS\HC\MsnCtrl\LogicBomb\CheckforBodyCount.sqf, line 18

 

Edited by Knocks
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On 4/22/2019 at 8:56 PM, Knocks said:

There looks like several issues.  It would be more helpful to put the whole file in, not just the errors.

 

Don't worry about this one.  I need to fix this dumb error but it doesn't impact the server (I don't think)

  Reveal hidden contents

18:04:46 Error in expression <loc select 0) == "ARRAY" ) then exitWith{};


if (TypeName _loc == "ARRAY") then>
18:04:46   Error position: <{};


if (TypeName _loc == "ARRAY") then>
18:04:46   Error Missing ;
18:04:46 File FuMS\HC\Val\Util\VerifyLocation.sqf, line 18

 

 

 

 

I think I know what is causing this, let me work on it.  Thanks!

  Reveal hidden contents

18:06:00 Error in expression <, _status, _statusChangeAt]];
}
forEach ExileClientToasts;>
18:06:00   Error position: <ExileClientToasts;>
18:06:00   Error Undefined variable in expression: exileclienttoasts
18:06:00 File exile_client\code\ExileClient_gui_toaster_pushToBottom.sqf, line 40
18:06:00 Error in expression <ePosition"];
disableSerialization;
if !(ExileClientToastAreaVisible) exitWith { >
18:06:00   Error position: <ExileClientToastAreaVisible) exitWith { >
18:06:00   Error Undefined variable in expression: exileclienttoastareavisible
18:06:00 File exile_client\code\ExileClient_gui_toaster_addToast.sqf, line 14
 

 

This is a legit bug, thanks!  I need to look at it more.  Does it stop the missions from spawning or anything?

  Reveal hidden contents


18:06:35 "<FuMS> GetSafeMissionSpawnPos: Territory located near [11348.6,11443.6]"
18:06:35 Error in expression <xitwith {_folksHome = true;};
}foreach _plotPoleList;          
};
if (!_folks>
18:06:35   Error position: <_plotPoleList;          
};
if (!_folks>
18:06:35   Error Undefined variable in expression: _plotpolelist
18:06:35 File FuMS\HC\MsnCtrl\Util\GetSafeMissionSpawnPos.sqf, line 87

 

This looks like a problem with mapping a building in.  Did you change anything that would help find this?

  Reveal hidden contents

18:07:15 Error in expression <_persist = _x select 3;



if (TypeName _type == "ARRAY") then {_type = _type ca>
18:07:15   Error position: <_type == "ARRAY") then {_type = _type ca>
18:07:15   Error Undefined variable in expression: _type
18:07:15 File FuMS\HC\MsnCtrl\Spawn\SpawnBuildings.sqf, line 47
 

 

This is a normal error, tried to put too many people in a vehicle

  Reveal hidden contents


18:08:26 "<FuMS:vExile.420> SpawnVehicle: NON-FATAL ERROR: Index:32/Iremi Bay excess crew defined for O Delta 1-2:3. Vehicle is Full!"

 

 

This one happens sometimes.  No worries.  I think it has something to do with random spawns

  Reveal hidden contents

18:09:09 Error in expression <le (format ["%1_Lineage",_msnTag]);
if (_lineage select 1 != 0) then
{  

[_lin>
18:09:09   Error position: <_lineage select 1 != 0) then
{  

[_lin>
18:09:09   Error Undefined variable in expression: _lineage
18:09:09 File FuMS\HC\MsnCtrl\LogicBomb\CheckforBodyCount.sqf, line 18

 

All issues have been corrected (except the building one, still can’t find that one) and will be pushed to github once I finish the ability to give vehicles as loot!  This is a cool feature that now air drops your prize after the mission completes.

Edited by Knocks
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Hi, first of all - We love FUMS and sy you THANKS for your work.
I have a problems wis convoy spawn, In config :     ["Cities"],["Capitals"]  

and convoy spawns in buildings, not in road, I attach screenshot

20190428124730_1.jpg

20190428124735_1.jpg

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17 hours ago, [x] cit said:

Hi, first of all - We love FUMS and sy you THANKS for your work.
I have a problems wis convoy spawn, In config :     ["Cities"],["Capitals"]  

and convoy spawns in buildings, not in road, I attach screenshot

20190428124730_1.jpg

20190428124735_1.jpg

Yeah convoy's are still buggy, I need to build better logic for finding roads and spawning properly.  I'm wrapping up some other updates and I'll make my way back to that element. 

 

Glad you like the system, it's been fun working on it and adding in cool features.  The heli drop script works great now and I'll add that as soon as I finish off a few other additions.  Any feedback on the other missions is appreciated

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Found an error for ya,

I've set myself as anchor, then cleared anchor after abit and this popped up :)

b1b32daf80f18fe188fc6958506aeb2e.png

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On 4/23/2019 at 5:56 AM, Knocks said:

 

Was talking on discord with @kuplion and @Imthatguyhere trying to fix this one

  Hide contents

18:04:46 Error in expression <loc select 0) == "ARRAY" ) then exitWith{};


if (TypeName _loc == "ARRAY") then>
18:04:46   Error position: <{};


if (TypeName _loc == "ARRAY") then>
18:04:46   Error Missing ;
18:04:46 File FuMS\HC\Val\Util\VerifyLocation.sqf, line 18

 

 

 

And they are suggesting to replace typeName function with much faster isEqualType (I can see typeName is used in many files)

https://community.bistudio.com/wiki/isEqualType

@Imthatguyhere was kind enough to rewrite FuMS\HC\Val\Util\VerifyLocation.sqf

https://sqfbin.com/iradevodatidibunitak

However it stops all missions from loading as it reads the loot position instead of mission position for some reason:

Spoiler


23:11:03 "------ Server Data validation complete 0 secs-----"
23:11:03 "##GetWorldInfo: Map:altis Center:[15834.2,15787.8,0] Size:12000"
23:11:03 "------ Theme Data validation complete. 0.0439987secs----"
23:11:04 "------ Loot Data validation complete  0.0879974secs-----"
23:11:04 "------ Soldier Data validation complete  0.0660019secs-----"
23:11:04 "-------------------------------------------------------------------------------------"
23:11:04 "----------------            Fulcrum Mission System                    -----------------"
23:11:04 "-------------------------------------------------------------------------------------"
23:11:04 "##ValidateMissionData: ERROR in Mission Data"
23:11:04 "Recommend verifying data in file \FuMS\Themes\PlayerWatch\neutrals on your server!"
23:11:04 "                          Mission neutrals in Theme PlayerWatch offline!"
23:11:04 "REASON: Location:[18,-9] must an array containing a 2D offset, 3D location, or location name. Found [18,-9]Location:[18,-9] must an array containing a 2D offset, 3D location, or location name. Found [18,-9] invalid location, Found [18,-9]"
23:11:04 "-------------------------------------------------------------------------------------"

Below is a loot part of Playerwatch mission where you can clearly see Location:[18,-9]

Spoiler

[  //  Loot Config:  Refer to LootData.sqf for specifcs
        ["None" , [18,-9] ], //[static loot, offset location] - spawns with the mission
        ["None" , [0,0] ], // Win loot, offset location - spawns after mission success
        ["None" , [0,0] ]  // Failure loot, offset location - spawns on mission failure
    ],

So for now, until it is fixed properly i have disabled the check in the modified VerifyLocation.sqf: 

https://sqfbin.com/joyilawejehorobijiru

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18 hours ago, Brenner said:

Below is a loot part of Playerwatch mission where you can clearly see Location:[18,-9]

  Reveal hidden contents


[  //  Loot Config:  Refer to LootData.sqf for specifcs
        ["None" , [18,-9] ], //[static loot, offset location] - spawns with the mission
        ["None" , [0,0] ], // Win loot, offset location - spawns after mission success
        ["None" , [0,0] ]  // Failure loot, offset location - spawns on mission failure
    ],

So for now, until it is fixed properly i have disabled the check in the modified VerifyLocation.sqf: 

https://sqfbin.com/joyilawejehorobijiru

I’ll check out that other function.  

 

The solution to the problem you’re looking at has to do with this.

https://en.m.wikipedia.org/wiki/Lazy_evaluation#Control_structures

 

I fixed it in my dev build, do you want to see if you can figure it out or you want me to tell you?

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