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Multi-Session Operations v3.4 is released!

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Does anybody have any issues with intermittent freezes that last for about 10–20 seconds?

Also how long does it take for terrorist cells to appear normally, I spent around 30-45 mins flying around cherno and didn't bump into anything more that a Mig (which felt the wraith of my hydras!)

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The terrorist cells shall start appearing from the start.

But they are hard to detect sometimes.

Starts out as 1-2 guys in a town with weapons. Doesnt always shoot at you either.

And it should appear a question mark with a radius on, but havent seen it much myself.

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Oh man.....it would be EPIC if MSO could be merged with WAR IN TAKISTAN !!!

The best of Combined Ops!!!!

...adding some TvT support would make this game the real MATRIX !!!!

Very good job dude....

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Does anybody have any issues with intermittent freezes that last for about 10–20 seconds?

Also how long does it take for terrorist cells to appear normally, I spent around 30-45 mins flying around cherno and didn't bump into anything more that a Mig (which felt the wraith of my hydras!)

I've not encountered freezes lasting as long you've described.

I have however (prior to the latest version, as I've yet to see it) encountered momentry pauses (for a fraction of a section) while the 'weather/time sync' occurs within the mission.

This has been noticed by others too while on the same game/mission as myself.

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Made a mission with Swedish / US Marine Joint Operations.

ACE, ACRE, RH Weapons, Swedish Forces Pack

Download it here

This is still a work in progress, but thought i could share it to other swedes in this forum!

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I've not encountered freezes lasting as long you've described.

I have however (prior to the latest version, as I've yet to see it) encountered momentry pauses (for a fraction of a section) while the 'weather/time sync' occurs within the mission.

This has been noticed by others too while on the same game/mission as myself.

Thanks for that maybe it's something similar is there anyway to turn the weather off all together to test this. Start the mission at a set frozen time?

Also Thanks again Frosties, I'll keep an eye out for that marker! :o

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Thanks for that maybe it's something similar is there anyway to turn the weather off all together to test this. Start the mission at a set frozen time?

Also Thanks again Frosties, I'll keep an eye out for that marker! :o

Nice one Frosties!

And yes, you can turn the Weather module off easily. Look in core\modules\modules.hpp and comment out #define RMM_WEATHER (line 8)

@BurningPunk - Something that we've been looking at is to revamp the way enemy is spawned in MSO to make it more dynamic. WIT is one of the options I have in mind, but it's could be quite tricky to implement as it's a very different kind of set up to MSO. Not a short term priority though, so can't promise anything in the near term.

Edited by friznit2

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And yes, you can turn the Weather module off easily. Look in core\modules\modules.hpp and comment out #define RMM_WEATHER (line 8)

Thanks Friznit2! Having a blast on MSO. :yay:

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Thanks Friznit2! Having a blast on MSO. :yay:

I'm not cause it doesn't support ACRE :(

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@Mazza: Im currently using MSO with ACRE?

Maybe you have a version that doesnt have ACRE stuff added?

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I'm not cause it doesn't support ACRE :(

Does not support ACRE vanilla....(not with ace)

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Does not support ACRE vanilla....(not with ace)

yep, No ACRE no play !

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yep, No ACRE no play !

Then get off your ass and add it in yourself if it's so important to you.

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ACRE 'support' means adding the ACRE manpack radios so you can use the MSO Support Modules, which of course won't happen in vanilla since by definition there are no mods.

As per my reply to Mazza here, you can use the ACE version as the ACE PRC-119 manpack radio works with ACRE (look inside the ACE backpack crate)

If you want ACRE without ACE, then the simplest way would be to just add the ACRE All Radios Box in the editor.

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Do you have any suggestions for performance tweaks while using MSO?

My video settings are fine that's not the issue — more what things can I turn off in MSO without sacrificing too much of the awesome atmosphere and features?

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Thanks for creating MSO.It's a great mission. Could I ask, if anyone is planning to or have already released a cold war rearmed 2 version of MSO?

many thanks in advance.

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Do you have any suggestions for performance tweaks while using MSO?

My video settings are fine that's not the issue — more what things can I turn off in MSO without sacrificing too much of the awesome atmosphere and features?

It depends, what I had to do was remove flies, sandstorms, ambient air/ship and wild dogs to get some relief for my C2D CPU but on my quad core I leave everything intact.

You could fiddle around with the enemy pop intesnity as well but you may experience less contacts than you would normally have.

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found out the issue with acre radio detection. Each radio that is generated ingame or placed in inventory is ...._ID_1 too infinity, basically just need to check for acre radios with consideration of the last digit ever increasing on the end, I think there is a some stringcheck that can be made, will follow up on it.

Update: well because I do not know howto check for text in string "acre" and because there are no wildcard commands for now the easiest solution is set it to itemmap so it will always work..

Edited by PRiME

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What issue are people having with ACRE? MSO should have no impact on ACRE at all, and we've been using it without any problems alongside MSO for sometime. The only thing you may notice is ACRE taking a few seconds longer to assign UIDs to the radios, especially during the first few minutes of the mission while lots of scripts are initialising.

As mentioned a number of times, the radio you require for MSO support (CAS, CASEVAC etc) is a Manpack (PRC 119, PRC 117 etc), not the small handhelds.

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A question for ya here:

Can i restrict where the convoys start/end?

Im working on a small mission on 'Lingor' but the convoys keep getting stuck on the island up in the right corner.

Is it possible to remove those towns from the "start/end/ambush" list?

Edited by Frosties

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What issue are people having with ACRE? MSO should have no impact on ACRE at all, and we've been using it without any problems alongside MSO for sometime. The only thing you may notice is ACRE taking a few seconds longer to assign UIDs to the radios, especially during the first few minutes of the mission while lots of scripts are initialising.

As mentioned a number of times, the radio you require for MSO support (CAS, CASEVAC etc) is a Manpack (PRC 119, PRC 117 etc), not the small handhelds.

ACRE automatically turns all itemsradio into PRC_343. ... Which breaks this line

{if (player hasWeapon "itemradio" ) then {true} else

because I now have an ACRE_PRC323_ID_#

# is an incrementing number

Sickboy gave this as a workaround...

_hasRadio = false;

{

if (getText(configFile >> "CfgWeapons" >> _x >> "simulation") == "ItemRadio") exitWith { _hasRadio = true };

} forEach (weapons player);

But I am still getting my head around the above fix...

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found out the issue with acre radio detection. Each radio that is generated ingame or placed in inventory is ...._ID_1 too infinity, basically just need to check for acre radios with consideration of the last digit ever increasing on the end, I think there is a some stringcheck that can be made, will follow up on it.

Update: well because I do not know howto check for text in string "acre" and because there are no wildcard commands for now the easiest solution is set it to itemmap so it will always work..

Here's how to check: http://forums.bistudio.com/showpost.php?p=1992296&postcount=107

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I see. Stick this up on Dev Hev and one of the Devs will pick it up I'm sure.

Meanwhile, if you're using ACRE without ACE, by far the easiest work around is to put an ACRE All Radios box down in the mission editor. The manpack radios work fine for calling in support.

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I see. Stick this up on Dev Hev and one of the Devs will pick it up I'm sure.

Meanwhile, if you're using ACRE without ACE, by far the easiest work around is to put an ACRE All Radios box down in the mission editor. The manpack radios work fine for calling in support.

Correct the ACRE crate will provide you with all the ACRE radios. But it renders the CAS/MEDIVAC menu inopperable. I'm basically stuck in a " I want my cake and eat it too" world. I will get over it :)

Thanks for your help Friznit :)

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