wolffy.au 9 Posted March 16, 2011 Is there an ACE version that doesn't require the AAW pack that is available or in the works? There are a few ACE versions floating around. Hopefully one of the authors here will let you know where you can get a copy. I will try to include one in the next release. Share this post Link to post Share on other sites
USMCWall 0 Posted March 17, 2011 (edited) K, thanks. On a side note, I've been playing around w/ MSO trying out the construction stuff, and have noticed that there isn't, or I haven't found the magic spot to get the option to load up the large tower bunkers, the large bunkers, camo nets, or barbed wire, is there a method to the madness or can they not be picked up? Edited March 17, 2011 by DPG-Wall Share this post Link to post Share on other sites
Shad0wCatcher 10 Posted March 17, 2011 Camo nets for sure aren't in the R3F logistics 'usable' (i.e. carryable / moveable) script. Adding them didn't help either. Not sure about the barbed wire to be perfectly honest. They are in the script but don't work for some odd reason (same when you add the camo netting). Share this post Link to post Share on other sites
Fogu 10 Posted March 17, 2011 For the Wire: aim with a pistol or rifle on the second pole from the left:bounce3: Share this post Link to post Share on other sites
wolffy.au 9 Posted March 18, 2011 Good stuff guys - yeah, never found the action point on camo nets. Wire is as stated - look at the pole. For the other stuff, check its in the R3F config. If you're adding stuff, ping me and I'll add it to the MSO template. Share this post Link to post Share on other sites
USMCWall 0 Posted March 18, 2011 I had a good idea that might be worth mentioning, not sure on how to implement it however. I do know how to make static objects (ie antennas) into retrans sites for the ACRE users with the fn command that's available, not sure if it would be possible to add them to the config for R3F and carry the acre ability as well after respawn, but it would be nice to be able to setup FOBS w/ antenna towers. Share this post Link to post Share on other sites
wolffy.au 9 Posted March 18, 2011 Log it for me on dev-heaven as a Feature Request. Share this post Link to post Share on other sites
Fogu 10 Posted March 18, 2011 (edited) i have added in our mso Hhedgehog_concreteBig Hhedgehog_concrete What i need is: make the HMMWV_DES_EP1 to an Towingtraktor for airplanes:D Edit: here is our ACE 2 custom mso Ace2 MSO Taksitan Changelog:68 playable unnits Added Base at Rasman Added Choppers and 1 A-10a Added more trucks and Hmmwvs Added more Weapons crates Added Base Markers Respawn times changed Added more playable US Army Units Added playable Pilots Added playable Crew Member Added Mission Commander removed Baf Added more building material removed cas ask the pilots removed evac ask the pilots removed acre removed wounds sys Added ace wounds Added ace modules Added Ace EASA Added Credits Added LoadingScreen Fixed Spawnpositions removed arma 2 cars Added Hhedgehog_concreteBig and Hhedgehog_concrete to R3F script Added Bons_ieds script Added static defenses many more ;-) ToDo:Blacklist Rasman Airport for Cars, animals, Civilians Edited March 18, 2011 by Fogu Share this post Link to post Share on other sites
domokun 515 Posted March 18, 2011 Sorry if this sounds like a dumb question but is this amazing persistency limited to your sample missions or can it be integrated to other missions, e.g. Insurgency? Share this post Link to post Share on other sites
=WBG=ati 10 Posted March 18, 2011 eny eta on a new Version ? Share this post Link to post Share on other sites
USMCWall 0 Posted March 18, 2011 Just in case any of you wanted the option to sync real time with your servers in game time for the MSO. This will allow you to choose the hour at the start of the mission under the parameters block. description-mso.ext class Params { class TimeOfDay { title = "Time of Day"; values[] = {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23}; texts[] = {"0000","0100","0200","0300","0400","0500","0600","0700","0800","0900","1000","1100","1200","1300","1400","1500","1600","1700","1800","1900","2000","2100","2200","2300"}; default = 16; }; }; init.sqf skiptime (((paramsarray select 0) - daytime + 24) % 24); Share this post Link to post Share on other sites
wolffy.au 9 Posted March 19, 2011 is this amazing persistency limited to your sample missions or can it be integrated to other missions, e.g. Insurgency? The persistency is in the NOMAD module, so you could try implementing just that. There is an outdated editors manual on DH that explains how. eny eta on a new Version ? Sorry dude, nothing concrete but sometime between now and the end of the month. This will allow you to choose the hour at the start of the mission under the parameters block.... Awesome, can you log a DH Feature ticket (with code) so I don't forget to include it in 3.4. Share this post Link to post Share on other sites
USMCWall 0 Posted March 19, 2011 Sure, can you link me to where that ticket is submitted? ---------- Post added at 02:50 AM ---------- Previous post was at 02:46 AM ---------- i have added in our mso Hhedgehog_concreteBig Hhedgehog_concrete What i need is: make the HMMWV_DES_EP1 to an Towingtraktor for airplanes:D Edit: here is our ACE 2 custom mso Ace2 MSO Taksitan Hey Fogu, is there a readme or description on how Bons IEDs work? I noticed all of the new red blips on the map and physically found an IED there, but couldn't blow it in place w/ a satchel and it gave no options in the action menu. Share this post Link to post Share on other sites
wolffy.au 9 Posted March 19, 2011 Sure, can you link me to where that ticket is submitted? http://dev-heaven.net/projects/mso/issues/new Share this post Link to post Share on other sites
Fogu 10 Posted March 19, 2011 @DPG-Wall nope no readme for the ieds. Extract the pbo, there is an folder called bons_ieds/init.sqf You get the red dots in the editor or on an dedicated server??? Share this post Link to post Share on other sites
Muzzleflash 111 Posted March 19, 2011 I posted a module-version of Time of Day parameters in page 10. I noticed that you use a modified ALICE(2). We have noticed on our servers that after about a day the ai clumps together. They don't exactly run in formation but it seems like they are in the same group. They clumb together and no other civilians nearby (eg. in the same town). We have a MSO on Takistan and about 1-1.5 day later there was 40 civilians running in the northern airport. Not exactly in formation but they formed a long line. Could this have something to do with the modified ALICE? Perhaps it is something else, like a lot of structures taking up civilian groups, so the ai's have to be many in one? Perhaps it is a problem with ALICE in general. Just wondering if it can be solved. Share this post Link to post Share on other sites
wolffy.au 9 Posted March 20, 2011 I posted a module-version of Time of Day parameters in page 10. So you did! :) Thats why I keep asking everyone to put everything on Dev Heaven, one place for me to look. As for your AI problem, I haven't seen that happening myself, hopefully someone else here has. Are you using Vanilla MSO? Do you run server side Zeus AI or the like? Share this post Link to post Share on other sites
Imperator[TFD] 444 Posted March 20, 2011 @DPG-Wall nope no readme for the ieds.Extract the pbo, there is an folder called bons_ieds/init.sqf You get the red dots in the editor or on an dedicated server??? Interesting, I couldn't get Bons IEDs to work when I tried implementing them. I am extremely crap at mission editing though.:( Share this post Link to post Share on other sites
Kolmain 6 Posted March 20, 2011 Is there any way to include JTD Building Search script to get some urban scenarios? Maybe if Opfor is within a town, exectue the script on them? And for me it seems like the camps are undergaurded and never manned correctly, any ideas? Share this post Link to post Share on other sites
USMCWall 0 Posted March 20, 2011 @Fogu, Found the false/true statement that changes the markers, and it was working on our dedicated. Also, found the section that needed to be uncommented for defusing, but haven't had a chance yet to test it since I edited it. @Imperator Pete, I think the script only activates when its on a dedicated or MP server, I couldn't get them to show up in the editor preview either. Share this post Link to post Share on other sites
Fogu 10 Posted March 20, 2011 (edited) As for your AI problem, I haven't seen that happening myself, hopefully someone else here has. Are you using Vanilla MSO? Do you run server side Zeus AI or the like? I have seen it sometimes too, but it happens not so often. It looks like an demonstration or like refugees, all in one line:confused: But i have seen it only 2 Times now Ah Server runs with Ace 1.9 Stable EDIT: in the mso bons ieds are triggering way to late(in my mission) for you guys to??? Edited March 20, 2011 by Fogu Share this post Link to post Share on other sites
wolffy.au 9 Posted March 20, 2011 Its coming mate. Currently testing v3.4 which has some new features such as:- Terrorist Cells - Shepherds and flocks - Sandstorms, flocks of crows and fly swarms - 3x more ambient civilian traffic with passengers - New mission parameters like DisableFog and Lives per Day (Rommel) - Custom ammo loadouts on crates and vehicles Preliminary testing showed a few bugs in dedicated server that aren't in SP, so once they're fixed I think we're good to go. Just an update from 6 March - most modules are ready for release, with the exception of Terrorist Cells working nicely with AI Caching. I'm working on that now, so fingers crossed it's not far away. Share this post Link to post Share on other sites
stk2008 14 Posted March 20, 2011 Hi Wolffy.au look forward to this. Will there be some ACE only versions of this :). Thanks Share this post Link to post Share on other sites
wolffy.au 9 Posted March 20, 2011 I won't be making any, but Fogu has one on page 16 of this thread. I'd hope he'd do a conversion pretty quick! :) Share this post Link to post Share on other sites
stk2008 14 Posted March 20, 2011 Ah yes Fogu I have tested that missions with a few of me buddies all be it not running unattended we just played for a few hours. It was sweet and seemed to run rather good to compared to some of the other ACE MSO missions out there that lag me dedicated server to hell but thats me servers fault its crap hehe. Share this post Link to post Share on other sites