dark_spectre 2 Posted March 6, 2014 (edited) Ok, I'm going to commit a homicide, suicide or both over this absolutely infuriating, maddening "game". For more than a week straight I have had nothing but a non-stop run of failures in trying to create a lightweight mission basis for players with lower end specs in my unit. (I basically don't want to spawn ANYTHING except the players and a couple cargo boxes at mission start) But my attempt at kindness to my fellow players has sadly become an extremely unsatisfying and infuriating second job. So basically, NOTHING I DO WILL MAKE THIS WORK, AND I'M FINALLY GIVING UP. So here's my offer, 20$ VIA PAYPAL FOR A MISSION .pbo as specified below. REQUIREMENTS: [stratis airbase is best suited to this layout] (This is ultimately to be a 10 player COOP mission operating on a DEDICATED server) 1. Get =BTC=revive, =BTC=Logistics, VAS, VVS, igiLoad & Lifter to coexist in a mission. (bonus points if you can include the new A2 imported helos into VVS as well) ==== 2. Provide 5 VVS enabled cargo boxes (just using the classes provided): ----- one for air (at end of runway, facing the proper direction for takeoff) one for cars, (adjacent to runway) one for armor, (adjacent to runway) one for SDV's, one for boats. (Layout is provided in my broken, bastard of a mission that is attached to this post) ---- 3.Igiload MUST work on VVS spawned vehicles (THIS IS ABSOLUTELY KEY AND MY ULTIMATE SOURCE OF AGITATION!!!) 4.Ability to respawn via Revive. 5.Ability to drag cargo boxes, fastboats and other small moveable items to transport vehicles via Logisitics so I can load them with igiload. 6.Working VAS 7.Working Lifter (for moving heavy artillery and other large pieces of VVS spawned equip) So unless anyone has a better method, I suggest someone would post here in the open, not via PM that you have the ability to perform the requested task at hand and would like to offer your services to do it. That individual would then throw the mission together, (likely in a mere 5 minutes, which will kill my soul just a little) Host that mission somewhere, I join and confirm it works as desired. Once proof of concept is shown, you provide me with an email address for PayPal payment and upon your receivership of the funds, you email me the .pbo file. Doable? (MY BROKEN VERSION THAT DOESNT WORK.) http://www.filedropper.com/lwgpstratis_2 Edited March 6, 2014 by Dark_Spectre Share this post Link to post Share on other sites
oktyabr 12 Posted March 6, 2014 Heh, I see you still haven't gotten everything working correctly? I still think it's a snarl somewhere between igiload and logistics. The A2 helis are fine with LIFTER but won't work with igiload until he gets around to including them and I think he's waiting on a new version of A2 helis to come out, with a larger version of the Chinook... since it's the only one capable of carrying cargo anyway. VVS will work with everything, including the A2 helis, if you use the method I provided. The rest of your mission idea would be easy to throw together but as I said in that other thread BTC and IgiLoad might be a problem getting to play nicely together. ---------- Post added at 11:39 PM ---------- Previous post was at 10:37 PM ---------- DING! DING! DING! DING! HEY!!!! I fixed your mission. :D You'll should be happy to hear that igiload AND btc are working together! You'll want to shoot yourself in the head when I tell you all it was, was... A bad igiload download ;) Seriously! I copied the igiload folder from a mission I *knew* that worked and replaced the one in your mission... overwriting did NOT help! Had to delete the one in your folder! TADA! Download another copy of igiLoad. Share this post Link to post Share on other sites
marker 1 Posted March 6, 2014 Is he dead? :confused: lol Share this post Link to post Share on other sites
dark_spectre 2 Posted March 6, 2014 :O Wilco.. trying now. Share this post Link to post Share on other sites
oktyabr 12 Posted March 6, 2014 Remove the old igiload folder, install a new one. Start the mission, go to your "Cars" VVS and spawn a "transport" HEMTT. Climb inside it as driver and check the scroll mouse menu. If at first you don't see it I too noticed a bit of a delay on that first HEMTT. No idea why. Give it a few seconds though, it'll show up. Share this post Link to post Share on other sites
dark_spectre 2 Posted March 6, 2014 You sir are a freaking genius. Deleted igi from my mission folder and went to the igiload site directly (not armaholic!) to get a copy of the most recent version 0.9.7 . Uploaded the updated mission to the server, waited through initialization for the final "have fun :)" dialog to pass and spawned a HEMTT and a CH-49 via VVS.. AAAAANNNDDD, NOTHING!! ARGGH!! THEN! Your correct! Igiload is imposing an exactly 30 second delay on freshly spawned vehicles before initializing. So my test methodology of spawning a vehicle and running up into it to see if it had an igiload dialog in the scroll wheel to see if it was working was doomed to fail from the get-go. There must be a Sleep 30; command somewhere in the igiload script, or its the standard time it would take to initialize pre-spawned vehicles in a "normal" mission. I seriously thought i was going insane! I could find absolutely no reason why it wouldn't work. Day after day of utter failure. THANK YOU!!!!!!! Between a corrupted download and a hidden 30 second initialization sleep command I can say with total confidence that I NEVER would have figured this out alone. I'm a man of my word, and my offer still stands! PM me a paypal Email! Share this post Link to post Share on other sites
squeeze 22 Posted March 6, 2014 have a read of doolittles comments about the reveal command, might speed things up for you Share this post Link to post Share on other sites
oktyabr 12 Posted March 6, 2014 You sir are a freaking genius.Deleted igi from my mission folder and went to the igiload site directly (not armaholic!) to get a copy of the most recent version 0.9.7 . Uploaded the updated mission to the server, waited through initialization for the final "have fun :)" dialog to pass and spawned a HEMTT and a CH-49 via VVS.. AAAAANNNDDD, NOTHING!! ARGGH!! THEN! Your correct! Igiload is imposing an exactly 30 second delay on freshly spawned vehicles before initializing. So my test methodology of spawning a vehicle and running up into it to see if it had an igiload dialog in the scroll wheel to see if it was working was doomed to fail from the get-go. There must be a Sleep 30; command somewhere in the igiload script, or its the standard time it would take to initialize pre-spawned vehicles in a "normal" mission. I seriously thought i was going insane! I could find absolutely no reason why it wouldn't work. Day after day of utter failure. THANK YOU!!!!!!! Between a corrupted download and a hidden 30 second initialization sleep command I can say with total confidence that I NEVER would have figured this out alone. I'm a man of my word, and my offer still stands! PM me a paypal Email! From the IgiLoad thread, first post: New: Initialization thread does not start immediately. Delay takes about 2-3 minutes. Values are random for each player.Control of delay time is done with the help of two variables: "IL_Check_Veh_Min" and "IL_Check_Veh_Max". Attention, these variables also control the frequency of thread to check whether the vehicle has been added during the game. So... good news and bad news. Good news is there are variables you can adjust to help moderate that time "lag" on newly spawned vehicles. Bad news is that the lower you set the number the more often the thread will be forced to check to see if any new vehicles have been added. I don't mind the delay, once you know it's there, and since your spawn time will probably not coincide exactly with the scheduled "check" you may find some vehicles enabled with several seconds of delay and others almost instantly. I'm sure it's not the ideal method to do this. I bet there is a way to still incorporate a call to igiload from within VVS and do away with the "spawn check" altogether, so igiload automatically (and instantly) initializes on a newly created vehicle *without* creating the overhead associated with a timed check. The check probably doesn't add that much strain to the server but when you are trying to squeeze all the performance out of a mission, every CPU cycle counts. :) Squeeze's tip on the "reveal" command might be useful too but we are really talking about stuff Igi should look into himself, rather than what you or I should do as mission designers. No pay necessary, although thank you for the offer. For one, I did not comply with all the terms (I didn't make your requested mission, I just told you what was wrong with the one you already had) and secondly, I'm just a nice guy. I'd rather do what I can to help those in need than anything that might foster the "pay for help" idea, which I really wouldn't want to see. Your "payment", should you choose to accept the terms, is to simply repay the same kindness three times over, to strangers on these forums (and only require that they do the same), perpetuating a "pay it forward" sort of model. Sooner or later you are going to know the answer to something that someone else does not. Freely give it. :) Share this post Link to post Share on other sites
dark_spectre 2 Posted March 6, 2014 (edited) Doolittle Use reveal to allow client to see a created vehicle faster - the associated menu interaction will become available therefore, like the player has option to get in sooner. //get in user actions become available instantly _tank = "M1A1" createVehicle (position player); player reveal _tank; Interesting.. groupName reveal [unitName, accuracy] Parameters: groupName: Object or Group which receives revealing information unitName: Object which is revealed accuracy: Number - knowledge value, clamped to 0...4 range I definitely get what it does, but I'm uncertain how to apply it within the framework of VVS as the unitName would be essentially random. Or would I be using whatever variable VVS has all its vehicles locked up under as my unitName? I.E All Car Air Ship Submarine Armored So say, this reveal [All, 1.4]; in my units init? ---------- Post added at 15:23 ---------- Previous post was at 15:04 ---------- From the IgiLoad thread, first post:So... good news and bad news. Good news is there are variables you can adjust to help moderate that time "lag" on newly spawned vehicles. Bad news is that the lower you set the number the more often the thread will be forced to check to see if any new vehicles have been added. I don't mind the delay, once you know it's there, and since your spawn time will probably not coincide exactly with the scheduled "check" you may find some vehicles enabled with several seconds of delay and others almost instantly. I'm sure it's not the ideal method to do this. I bet there is a way to still incorporate a call to igiload from within VVS and do away with the "spawn check" altogether, so igiload automatically (and instantly) initializes on a newly created vehicle *without* creating the overhead associated with a timed check. The check probably doesn't add that much strain to the server but when you are trying to squeeze all the performance out of a mission, every CPU cycle counts. :) Squeeze's tip on the "reveal" command might be useful too but we are really talking about stuff Igi should look into himself, rather than what you or I should do as mission designers. No pay necessary, although thank you for the offer. For one, I did not comply with all the terms (I didn't make your requested mission, I just told you what was wrong with the one you already had) and secondly, I'm just a nice guy. I'd rather do what I can to help those in need than anything that might foster the "pay for help" idea, which I really wouldn't want to see. Your "payment", should you choose to accept the terms, is to simply repay the same kindness three times over, to strangers on these forums (and only require that they do the same), perpetuating a "pay it forward" sort of model. Sooner or later you are going to know the answer to something that someone else does not. Freely give it. :) absolutely! I tried the this reveal [All, 1.4]; to no noticeable change. After all this, I really don't mind the delay. Its proving a bit more random than expected (not that I won't be playing with those files mind you! But I don't want to have it looping a gazillion times either, as the initial inception of this entire undertaking was to be as kind to the low-end hardware gamers as possible). The very fact that it works now is reason enough for me to be very, very happy! It takes 15 seconds to spool up anyhow. :P Now once the Chinook is setup proper in the next release all the logistical elements will be in place. : ) I have but two real desires. Genuine battlefield logistics/supply lines, and a civilian presence and the subsequent moral ambiguity, fire discipline and target discrimination skills that entails. Things are going to get real interesting with the Next ALiVE and igiLoader releases! You guys made my month! And its not been a good one! :))))))) Edited March 6, 2014 by Dark_Spectre Share this post Link to post Share on other sites