dalia 13 Posted May 4, 2011 (edited) hi i have a problem with the tyres modules, i cannot use new tyres? i break a uaz, i choose changes tyres but it do nothing?? Edited May 4, 2011 by Dalia Share this post Link to post Share on other sites
-TNA-BlackHawk 10 Posted May 4, 2011 I have strange problem with R3F, it's not fully working, I only don't have option in action menu to carry objects like Hbarriers, sandbags, etc., but I can do it with MGnests, barrels (everything else is working fine). I even used folder from R3F example mission to run it, but without any results. But i found out if I will put R3F execVM in init just above "execNow "core\init.sqf";" line, it will work, but I will get scripterror saying something about '_this' in Crp caching script (main.sqf), which will make mission not initialize completely. How I can fix that problem with R3F? Share this post Link to post Share on other sites
Enders 0 Posted May 5, 2011 Wolffy, would it be possible to add by default all of the modules to the mission parameters, so that they can be turned on/off whilst setting up the mission? This would make it much easier to test. I had a play around doing it myself last night and managed to disable the ambient civilians & traffic by editing a few files, but I don't know if I did it the right way. Share this post Link to post Share on other sites
highhead 20 Posted May 5, 2011 hey enders! idea is nice! you can easily enable/disable the modules by commenting the lines out, eithout changing code much. Fe., if ya wanna disable "revive" edit the lines in \support\modules\modules.hpp to ....... #define RMM_AAR #define RMM_CAS #define RMM_CNSTRCT #define CRB_FLIPPABLE #define RMM_JIPMARKERS #define RMM_LOGBOOK #define RMM_RECRUITMENT //#define RMM_REVIVE #define RMM_TASKS #define CRB_TWNMGR #define RMM_TYRES #define R3F_LOGISTICS ......... nah need fi changing code inna descr. or fumbling around with the files. guidance Dave Share this post Link to post Share on other sites
highhead 20 Posted May 5, 2011 The Tora Bora one for you guys! Mission: Tora Bora Reality v1.45 Versions: MSO 3.4 and VTS 3.5 Developer(s): MSO team, VTS Team, ported by me Required Add-Ons: CBA, ARMA OA, Tora Bora >> VTS included >> Added Al Zarkawi moving thru the mountains ;) http://www.megaupload.com/?d=LJBW6V31 have fun ;) Share this post Link to post Share on other sites
friznit2 350 Posted May 6, 2011 Out of interest, what spec servers are you guys running this on? I get massively different results from locally hosted tests compared to our dedicated server - on local LAN host, there's a ton of civ, ambient air and things run very smoothly. Stick it on the dedicated server and all that ambience goes very quiet, we get quite bad lag spikes and after about 48 hrs the machine crashes with an out of memory error. I can't tell whether this is an ArmA2 issue, or the dedicated server config, or rubbish server specs (it's a Killer Creations hosted one) or MSO causing the problem. Share this post Link to post Share on other sites
LondonLad 13 Posted May 6, 2011 Out of interest, what spec servers are you guys running this on? I get massively different results from locally hosted tests compared to our dedicated server - on local LAN host, there's a ton of civ, ambient air and things run very smoothly. Stick it on the dedicated server and all that ambience goes very quiet, we get quite bad lag spikes and after about 48 hrs the machine crashes with an out of memory error.I can't tell whether this is an ArmA2 issue, or the dedicated server config, or rubbish server specs (it's a Killer Creations hosted one) or MSO causing the problem. 16AA Server Specs (We have 2 servers) Dedicated HP Blade BL460c 2 * Intel Xeon® CPU E5420 @ 2.5GHz (2 Physical Processors) - Quad Core 16GB RAM PC2-5300 DDR2 2 * 146GB SFF SAS HDD's (RAID 1) Windows Server 2008 Standard x64 (64-bit OS) 100MB (1-to-1 connection) The 'Arma2OA.cfg' file has the following settings... language="English"; adapter=-1; 3D_Performance=100000; Resolution_Bpp=32; Windowed=0; MinBandwidth=20000000; MaxBandwidth=70000000; MaxMsgSend=512; MaxSizeGuaranteed=1024; MaxSizeNonguaranteed=64; MinErrorToSend=0.0024999999; MaxCustomFileSize=2000000; AToC=0; I've not logged onto our current mso mission for a few days but it has been up and running for a number of days now (I'm guessing at least a week, possibly 10 days). Share this post Link to post Share on other sites
friznit2 350 Posted May 6, 2011 wow nice, wtb free hosting on my work server...! Did you disable anything in particular on your MSO to save mem/bandwidth or is it pretty much vanilla? If so, then it would indicate our problem is server side. Share this post Link to post Share on other sites
Harlow-16AA- 0 Posted May 7, 2011 It's still running right now, but has gotten a bit laggy, though we reckon that's on account of unchecked Terrorist Cells (been a busy couple of days this week :)) that we haven't killed. There are now 600 units, 300+ of which are terrorist cells. We did however decrease the speed in which the terrorist cells grew to a third of what it was - probably contributing to longer play time. Share this post Link to post Share on other sites
wolffy.au 9 Posted May 7, 2011 ;1915789']We did however decrease the speed in which the terrorist cells grew to a third of what it was - probably contributing to longer play time. What is that figure? I have set parameters in the next release to be: 1 recruit per cell per - 15 mins, 30 mins, 1 hr, 2 hrs and 3hrs. Share this post Link to post Share on other sites
friznit2 350 Posted May 7, 2011 (edited) I've turned TCells off altogether and half the ambience stuff in a bid to see if I can make it run longer. Unless it's one of the addons - though nothing in the server.rpt file would suggest that's a problem - I fear it's the measly 2Gb RAM on our server which is causing us to suffer. Edit: and no luck. Still bombs out on us after a day or so. I give up, I don't know enough about servers or arma2 server configs to fix this. I'm afraid it's back to regular missions for us :( Edited May 7, 2011 by friznit2 Share this post Link to post Share on other sites
Harlow-16AA- 0 Posted May 7, 2011 What is that figure? I have set parameters in the next release to be: 1 recruit per cell per - 15 mins, 30 mins, 1 hr, 2 hrs and 3hrs. It was 3 hours I believe. Enders knows more :) Will point him this way. Share this post Link to post Share on other sites
Knight31 0 Posted May 9, 2011 Hello, First off I would like to thank you for giving the community the MSO. It's amazing! I have a few questions. What do the different colored flags mean that are over the towns? In addition to that what does it mean when a town's hatching goes from white to blue and then white again. I looked through the documentation but did not see much that addressed it. Thanks Knight31 2nd Ranger Bn Share this post Link to post Share on other sites
ck-claw 1 Posted May 9, 2011 The flags over towns are the civvy's happiness with us :D White = neutral, red = angry, green = happy! Towns hatching, white unchecked - blue means clear afaik! :cool: Share this post Link to post Share on other sites
wolffy.au 9 Posted May 10, 2011 Thanks Knight31. I have a few questions. What do the different colored flags mean that are over the towns? In addition to that what does it mean when a town's hatching goes from white to blue and then white again. The flags over towns are the civvy's happiness with us :DWhite = neutral, red = angry, green = happy! Towns hatching, white unchecked - blue means clear afaik! :cool: The flags are: White/Black = neutral or not ready Red = a civilian has hurt themselves and they are angry/scared Green = happy! The hatching is: If civilians or BLUFOR spot enemy = RED BLUFOR have "seized" an area (this may not necessarily mean you've killed all OPFOR, just that you outnumber them) = BLUE White hatching just means its unknown. Share this post Link to post Share on other sites
Spartan 163 0 Posted May 10, 2011 The 15th MEU runs this on their server and they found out that the helos and jets that fly around cause units to get spawned then recached. After a while it builds up and server freaze or crash happens. They grounded all the aircraft and server has no performance problems at all. Mission ran for about 5 hours before I left. No double spawns, no disapearing enemy, no AI warping. Might want to set it so only ground units spawn enemy if possible. Share this post Link to post Share on other sites
wolffy.au 9 Posted May 10, 2011 I have a new caching system in the next release. We'll reassess and see what the results are. Was hoping to release Sunday past, but as usual there are certain items that are taking longer than expected. Share this post Link to post Share on other sites
highhead 20 Posted May 10, 2011 Nice wolffy! provide a testing package and i will go over it! Thx! dave Share this post Link to post Share on other sites
1212PDMCDMPPM 200 Posted May 10, 2011 Two quick questions: how do you setup the number of lives available per player ? Is it possible to have an "infinite" setting ? I've read the 2 manuals but I was not able to locate this info. Thx! Share this post Link to post Share on other sites
friznit2 350 Posted May 10, 2011 You can set that in the parameters before mission start - number of lives and how often they regen. Infinite is an option. Running this again on a shiny new test server with extra RAM. Made a few tweaks but so far seems to be stable...fingers crossed. Share this post Link to post Share on other sites
1212PDMCDMPPM 200 Posted May 11, 2011 Thx ! I did not understood that "nomad respawn" was in fact player respawn... silly me :) Share this post Link to post Share on other sites
wolffy.au 9 Posted May 12, 2011 Ok guys - I'm putting a request out for any good coders. I am halfway through making a module of Norrin's Revive, but there is an issue with it using references to player object names instead of just unit objects. If any coders out there want to give it a crack, I'll give them what I have and they can get the credit for making it work! :) Secondly, in the SR5 Reezo's IED Detect thread, its been stated that Ambient bombers does not work on dedicated server. I've merged all that code, but if that is the case, then it is useless for MSO until its fixed. Any volunteers willing to give it a crack? Happy to help anyone who wants to try fixing either of these, with real-time support over Skype chat. PM me if you're interested. Share this post Link to post Share on other sites
combat-agent 0 Posted May 12, 2011 Ive been trying to get SR5 Ieds (on a dedicated server) to work with your mission for about a week now. No luck yet though. You can manually put Ieds down, but that obviously takes out the random factor of MSO. Ill let ya know if I get anywhere. Share this post Link to post Share on other sites
highhead 20 Posted May 12, 2011 In my mso edits there is norrins revive and its working, disabled yours since 3.3 cuz of rmm-revive not working with some params (think yu fixed that). also there are no server errors related to this revive method, but certainly there are some bugs! i disabled some features tough, like dragging i think to have it not conflict with other features esp. related to the wounding system. But since im no good coder, it was more a workaround than a proffesional implementation - but its working :) Share this post Link to post Share on other sites
wolffy.au 9 Posted May 12, 2011 I think the difference highhead, is that I'm making it a module that you just turn on and it works, rather than implementing revive the normal way, where you have to name all your units, modify the revive-init.sqf, put down the gamelogic, etc. Share this post Link to post Share on other sites