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wolffy.au

Multi-Session Operations v3.4 is released!

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This is what Arma 2 should have been out the box.

Congratulations Wolffy.

I just hope you get the support and attention, as this could be massive.

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Mission: ACE on Takistan

Version: 3.4

Developer(s): Swordsman & ?

Required Add-Ons: CBA, ACE, ACEX (optionally ACEX_RU)

I took the liberty of fixing this mission (just need to point init lines to the new script locations). It's ACE/ACEX only using the old template so there's a BAF group as well if people prefer British. Working copy is here:

http://www.mediafire.com/file/u14v8kel4p7fs7g/ace_mso_3-4.Takistan.pbo

Edited by friznit2

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Thx m8s!

Please Provide feedback if possible! I took care on server performance and it never went below 20 fps without tcells and sheperds.

Guidance

Ps: nice fritz! another version to go! hooraaa

Edited by highhead
Forgot something

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Thanks highhead .... I LOVE VTS and this makes it even better !

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Introducing....

Mission: BAF/USA vs TK_GUE on Qom Province

Version: 3.4

Developer(s): Tupolov, Wolffy.au

Required Add-Ons: CBA (optionally BAF)

http://www.2shared.com/file/lPbhjcpI/baf-usa_mso_3-4tup_qom.html

New features in MSO 3.4 now automatically create keypoint locations for Qom Province, making the terrain fully MSO compliant.

Enjoy!

Regards,

Tupolov

Oh dear god, I had a lot of fun with this map and mission last night. The planes were a nice touch but I guess as soon as I jumped into one 5 APCs appeared all around a 2km radius.

I really like the way the terrain was done to give good cover even on vast treeless grounds.

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Great mission man.

However the ACE on Takistan does not work right at all. You can't load anything into a vehicle or move anything around to actually set up an FOB.

That "fixed" version also didn't work.

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Thanks for fixing that mission, much appreciated.

For the ACE missions, I disabled R3F Logistics as ACE has its own Logistics system.

Does that solve your problem?

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The ACE logistic system works but it's not a viable solution.

You have no way to actually angle any of the materials needed to build an FoB. The only way to get a bunker or sandbag wall to a desired location is to hook it up to a helo and have it fly it to the location and drop it perfectly while a person is already at the FoB position to unload the equipment, somehow not killing him in the process.

Basically, you need to re-implement the R3F Logistics for it to be useful in an ACE mission.

Edited by Wasdie

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Hey Kolmain,

just tried -> Link works for me, downloaded it (after waiting a few secs on megaupload) and unpacked it again. Gimme ya eMail-adress and i mail it to you if it still doesnt work for ya, m8!

guidance

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Basically, you need to re-implement the R3F Logistics for it to be useful in an ACE mission.

It almost sounds like you're telling me what to do... :)

Two things you can do.

Log a feature request with ACE asking them to change how logistics work.

Secondly, you should be able to re-add R3F Logistics yourself. Just add the folder and change the modules.hpp. The guys here or on Skype should be able to help, if you ask nicely. :)

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It's really very easy to re-enable the R3F Logistics module (assuming of course you know enough to depbo the mission and look in the support modules folder). In fact that's the beauty of MSO - it's completely moduler so you can pick and choose which bits you want to implement in your mission or even create more modules of your own.

Anyway, if I get a moment later today I'll update that 'fixed' ACE-MSO to include R3F log, since it actually works fine alongside ACE. Please keep the feedback coming!

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Sheperds and Terrorist cells are disabled for better performance but you can enable it easily.

Has anyone else experienced a performance improvement turning off Shepherds and/or Terrorist Cells?

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Maybe its just an improvement on my custom maps but i think it happens to others as well! With tcells and sheperds on i get fps drops to 1-3 fps! without it i get a minimum of 20 fps, even with many patrols "enabled/uncached". Sheperds tend to bug on some locations and i see the sheperds spawning at 20 feet height and falling down on the ground dead, but the spawnings wont stop and after a while i have a whole zoo running on the same spot, with hundrets of animals - looks really cute :)! I couldnt reproduce it clearly, otherwise i would have already postet a ticket. I will keep on it and provide feedback! In the meanwhile i decided to disable it so ppl can play the lingor and poda missions without fps drop!

Guidance

---------- Post added at 13:22 ---------- Previous post was at 12:27 ----------

another thing, need your help on this m8s!

Could you please try to reproduce this!

In stock baf_mso_3-4.chernarus.pbo

with CO server

and CBA i can replicate the following:

- Move to City of your choice (i chose a city on coastline).

- Watch Civis spawning (the single ones, not the traffic)

- Let em go around a bit

- count all civi-units with debug mode (was 101 civis at my last try)

- Move around 2000 mtrs away from it (i went to the sea, so not many units spawn)

- wait a bit (10-20 secs)

- count all units again (was 40 when i counted then)

- move back to the city

>>>>>> At this point there are no Civis spawning anymore. I waited over 10 minutes and counted units all the time, but they were not spawning again. Only saw 1 civi stuck in a house. Also related to this BIS issue: http://dev-heaven.net/issues/11603 i have loads of errors like *Cannot load sound 'ca\dubbing\global\radio\female01\cz\veli.wss'* in .rpt File - maybe its related, dunno.

Its working fine in Takistan clean OA version.

It doesnt happen to the civ air/sea/regular traffic, enemypop and other modules as far as i see.

Does anyone of you guys can confirm this?

Its bad since it seems like a "once spawned and then gone" issue to Town-Civis and players who connect later wont see the nice civis move thru the towns anymore.

Have fun guys, in the meanwhile!

Dave

another edit: could it be that they are deleted (I dont think its your maths wolffy :))

"MSO-2767.63 CEP Caching # 83/90 Cached Groups -25/218/13 Active/Suspended/Cached Units"

Edited by highhead

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Has anyone else experienced a performance improvement turning off Shepherds and/or Terrorist Cells?

Not tried running without TCells and Sheps, but will give it a go and see what happens.

We did turn off crb_flies and Sandstorms after the last major performance hit, but haven't really given it a thorough test since so can't say empirically whether it's made any difference yet.

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So where are the files to build a mission? All I can find from the dev-heaven link is the zip with the pbo'd missions.

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You have to depbo one of them using your favourite pbo tool and have a play around.

Edit: re-enabled the R3F Logistics module in the ACE Takistan version for people who want to test with ACE (and some BAF) only. Everything else is enabled other than the Revive & Tyres, which conflict with ACE modules (and sea traffic - that pond in the north can't hold many boats).

http://www.mediafire.com/file/u14v8kel4p7fs7g/ace_mso_3-4.Takistan.pbo

Edited by friznit2

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Ok :) Would be nice to have some kind of template so you know you'll have every folder you need, but no problem!

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It's still very much in Dev, but I'm sure if you poke one of the team on Skype they'd be more than happy to talk you through it. Have a browse through one of them - you'll quickly see how it's put together (that one I linked above is about as vanilla as you can get, albeit with ACE implemented)

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It almost sounds like you're telling me what to do... :)

Two things you can do.

Log a feature request with ACE asking them to change how logistics work.

Secondly, you should be able to re-add R3F Logistics yourself. Just add the folder and change the modules.hpp. The guys here or on Skype should be able to help, if you ask nicely. :)

Yeah I figured that all out. Sorry if it sounds like I'm telling you how to build your mission. I didn't mean that. I'm just saying with the current ACE logistics systems, FoBs will be very difficult to build.

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You could always place the construction module on a truck or a container to be flow out to the FOB. Then you can place your things even easier.

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I have ZoneKillers build module (which is a Construciton variation) and long term I'd like to be able to pack a container or truck with equipment and have the construction module use the contents in its listing.

If anyone is interested in pursuing this for me, please let me know.

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friznit2, i tested the updated mission (http://www.mediafire.com/file/u14v8k...4.Takistan.pbo). If made a few rounds on takistan with a heli, and my dedicated server fps dropped to 3-4. With the other takistan mso missions, i get minimum 9 Fps, and after a while it goes up again to around 15Fps (but not on the updated one, there it stays on the minimal 3-4FPS). Is this becouse of ACE, or is something broken?

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It's likely because every MSO module is enabled in that mission - quite a few people have reported severe performance issues and we're still trying to nail down exactly what's causing it. You could try disabling some of the ambient modules and/or Terrorist Cells, that seems to mitigate the performance issues somewhat.

Also, I thinked I missed the construction module. I saw the mod folder but haven't played with it in game yet. Am I meant to have placed a physical object down somewhere?

Edited by friznit2

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Yes, performance has significantly dropped in the last month or so. I am testing as we speak and hope to have an update by Sunday.

Also, I thinked I missed the construction module. I saw the mod folder but haven't played with it in game yet. Am I meant to have placed a physical object down somewhere?

Yeah, there is a test mission that has it.

I think its something like:

this setVariable ["Construction", true];
this setvariable ["cnstrct_supplies",10000];

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