tupolov 520 Posted July 25, 2011 MSO 3.43 with ACE - Missions now available. Thanks Friznit! Share this post Link to post Share on other sites
Mono 10 Posted July 26, 2011 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!) Share this post Link to post Share on other sites
frosties 10 Posted July 26, 2011 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. Share this post Link to post Share on other sites
Burningpunk 10 Posted July 26, 2011 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.... Share this post Link to post Share on other sites
LondonLad 13 Posted July 26, 2011 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. Share this post Link to post Share on other sites
frosties 10 Posted July 26, 2011 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! Share this post Link to post Share on other sites
Mono 10 Posted July 26, 2011 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 Share this post Link to post Share on other sites
friznit2 350 Posted July 26, 2011 (edited) 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 July 26, 2011 by friznit2 Share this post Link to post Share on other sites
Mono 10 Posted July 26, 2011 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. Share this post Link to post Share on other sites
mazza 1 Posted July 27, 2011 Thanks Friznit2! Having a blast on MSO. I'm not cause it doesn't support ACRE :( Share this post Link to post Share on other sites
frosties 10 Posted July 27, 2011 @Mazza: Im currently using MSO with ACRE? Maybe you have a version that doesnt have ACRE stuff added? Share this post Link to post Share on other sites
gonk 0 Posted July 27, 2011 I'm not cause it doesn't support ACRE :( Does not support ACRE vanilla....(not with ace) Share this post Link to post Share on other sites
OB1 10 Posted July 27, 2011 Does not support ACRE vanilla....(not with ace) yep, No ACRE no play ! Share this post Link to post Share on other sites
gossamersolid 155 Posted July 27, 2011 yep, No ACRE no play ! Then get off your ass and add it in yourself if it's so important to you. Share this post Link to post Share on other sites
friznit2 350 Posted July 27, 2011 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. Share this post Link to post Share on other sites
Mono 10 Posted July 27, 2011 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? Share this post Link to post Share on other sites
the chief 15 Posted July 27, 2011 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. Share this post Link to post Share on other sites
yanhchan 10 Posted July 27, 2011 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. Share this post Link to post Share on other sites
PRiME 1 Posted July 28, 2011 (edited) 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 July 28, 2011 by PRiME Share this post Link to post Share on other sites
friznit2 350 Posted July 28, 2011 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. Share this post Link to post Share on other sites
frosties 10 Posted July 28, 2011 (edited) 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 July 28, 2011 by Frosties Share this post Link to post Share on other sites
gonk 0 Posted July 29, 2011 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... Share this post Link to post Share on other sites
kylania 568 Posted July 29, 2011 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 Share this post Link to post Share on other sites
friznit2 350 Posted July 29, 2011 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. Share this post Link to post Share on other sites
mazza 1 Posted July 29, 2011 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 :) Share this post Link to post Share on other sites