Big update after some playtesting over the last few days.
Updated to 2.9.7:
mrp-missions-2.9.7.zip (152.5 KB)
–Players can now see other players on the map as white blips to help with co-op. To disable this, in client.lua look for: START SHOW OTHER PLAYER BLIPS
–Default primary game mode changed. Players no longer teleport/travel to safe houses on new missions. Players can request a safe house crate drop by pressing LB & RB on gamepad or Q & E together on the keyboard. It performs the same role as a safe house. Made default crackdown mode health to be 5000 instead of 2000 for much harder NPC vehicles. You can also set default player health w.o. using crackdown mode (w. super jump/speed/swim) with Config.DefaultPlayerMaxHealthAmount. New mission.lua settings UseSafeHouseCrateDrop & SafeHouseCostCrate which can be used with or without regular safe houses (All credit to Vechro whose crate drop script I used and adapted, see credits in main post)
– Players can now use /votecancel to create a poll to cancel the current mission. Players can then use /voteyes or /voteno to vote. voting is configurable at the bottom of server.lua. By default the resource will start a new mission 10 seconds after a canceled mission. (All credit to FAXES for his Vote-to-Kick voting system which I used and adapted, see credits in main post)
–Relatedly players will still get money for what they did in the mission, even if it was cancelled or failed, they just will get no rewards (free ammo/equipment/health/armor)
–Can also optionally ‘nerf’ APC and rhino/khanjali turrets to fire slower like for valkyrie (search mission.lua for ‘Nerf’)
–new default vehicles like the caracara. Also motorbikes NPCs will use, now that they can do drive bys. All default vehicles in random missions and regular missions will be loaded to the hilt with smg toting NPCs as well as any turrets.
–Many other bug fixes and many tweaks. Also many tweaks to helicopter and plane spawns. I tried TaskPlaneMission & TaskHeliMission but could not get them to work like I wanted. The new algorithm spawns helicopters slightly differently and planes spawn better (thanks also to some code I saw Vechro use)
–Updated the missions.lua config guide to reflect additions: https://ghostbin.com/paste/o3v7s
The voting system I decided to add, since IsRandomAnywhere=true mission spawns work around 99.99% of the time, though on very few occasions there may be one NPC spawn where it shouldn’t (inside a building) and is inaccessible. I have seen this one time as well with a capture point. I’m not 100% if it is the map data is the problem or more my algorithm (probably the latter). So the voting system was put there to allow players to bypass the mission if that is the case rather than waiting for it to timeout. The new scoring system as well will award players whatever $ they earned during the canceled or failed mission, but they will not get the rewards (free ammo/equipment/health/armor) that completion optionally gives.
The old teleportation/travel system is good for competitive co-op where all the players are participating and start at a relatively equal place per mission. But I preferred the safe house crate drop approach since it is more neutral and gives players more freedom to participate or not and maneuver as well.