Thank you for testing sixsens, , glad to hear it is more stable for you.
I have one final update for my alpha branch from this resource, which I added after my own playing through some of the missions properly. I will probably create a new thread soon for this version of LanceGood’s resource and credit LanceGood and his resource which influenced/inspired me to work on this. Everything I added is built around what he created. I put a ton of effort into this over the last month to get it to a decent point, while I have the time, which I wont have as much anymore.
v2.9.6
http://www.mediafire.com/file/eqiu1k8d2ci1222/mrp-missions-2.9.6.zip/file
Features:
–Fixes many bugs, like in regular missions, driving=true attribute is working again.
–There are now only 3 safe house locations, at Los Santos Airport, Desert Airstrip, Military Base. The safe house vehicles/aircraft and safehouse boats are all near each other and the main safehouse. When a random mission is spawned, the resource spawns the closest of the 3 safehouses to the mission (unless <500m away).
–Config.TeleportToSafeHouseOnMissionStart = true teleports players 5 seconds after the start of the new mission to the safehouse to start the mission together. If you are in a vehicle it will spawn you with the vehicle at the vehicle safe house location just outside the main safe house.
–The IsDefendTarget Ped is more buff now, to stop them dying so quickly. They have 100 armor and 600 health by default… can be changed via: Config.IsDefendTargetMaxHealth. Have a new Mission20 which has a couple of random IsDefendTarget mission where you need to defend a target ped from being eliminated by hostile NPCs with melee weapons and some with pistols.
–Capture Objective and Rescue Hostage messages are back @sixsens … I missed them too
All these values can be changed globally, or overridden per mission.
I have decided to release 2.9.6 with the config I like to play atm. This creates its own server gamemode, where everyone is participating. When players come to the server, they will ‘travel’ to the safehouse to start the mission if there is a mission in progress. When a mission ends, there is the mission space time which I have set to 30 seconds.Enemies drop their weapons now, which I found was helpful with Mission19 ‘Warfare’ where there are a lot of enemies, where players might run out of ammo. So the 30 seconds gives players some time to pick up ammo (and get back to their vehicles as well), then when the next mission starts, they all ‘travel’ to the safehouse for the next mission. This puts everyone on a more ‘equal’ footing when the mission starts.
Also Config.RandomMissions = true which means mission progress is random, so all missions, regular and/or IsRandom (random mission generator mission) the mission chosen will be random.
I have health regen enabled, and health/armor renewal when getting any type of reward for the mission. For safehouses, I have SafeHouseTimeTillNextUse = 3 minutes, something small, I may even turn it off, since the cost I set to be $2000, same with safehouse vehicle cost. You can claim up to 2 safehouse vehicles per mission as well. If you are in your safehouse vehicle when the next mission start you get to keep it (unless it is a boat) and it will ‘travel’ with you.
Oh yeah, I also have SafeHouseCrackDownMode = true, with the health at 2000, so you get the fast run & swim and super jump as well.
This all leads to a more fast pace game style, of competitive co-op. All these features, like safehouses etc… can be turned off or changed to be more arma-esque in missions.lua, so a server can run this resource as side missions etc… as well. the balance of NPC weaponry/vehicles vs safehous vehicles/weaponary no doubt needs a lot of tweaking as well, which I haven’t playtested enough, but can also be changed.
I will post a well commented version of missions.lua online to explain how to configure everything as well, and to create your own missions.
there was one bug I got for a joining client that happened once, that I tried very hard to reproduce, it was around line 740, but was not able too… it might be a wierd timing issue, but if it crops up again, will try and fix it.
EDIT: @sixsens, I did test the regular pickups again with my 2 clients. Both saw mission and reward pickups. And if one was able to pickup the pickup object due to low ammo, it vanished for both. Mission and Reward pickups also disappeared for both if not picked up. I did have them both teleport to the spawn locations to test this. I’m really not sure what is going on with what we saw when testing before, this was another reason why I created the safehouse option for getting pickups etc…, due to potential wierdness with normal pickups… also the safehouse can more easily be configured to also give weapon components.
I also wanted to add a player distance check when regular missions and random mission spawned, but since I am using safe house mission teleport, there is no need for me to do it, since players will be moved away anyway at mission start. I may add it in a future version.