highhead 20 Posted May 12, 2011 True dat! Your method would be the correct way, but i dont know how to do that beside createvehicling the logics and triggers! A way could be to just createvehicling those triggers and logics in the map AND load norrins revive thru the init ONLY if some parameters are met. To have it in a real module way like your modules are require much work i think, since its a lot of code to go thru. Queation is if you really want to put so much time into, or concentrate on more important things, since we already got a working revive option (and an alternative in my mission too)! ---------- Post added at 12:41 ---------- Previous post was at 12:39 ---------- Sry maybe i wasnt clear :) question is if "someone" wants to put in so much time.... :) Share this post Link to post Share on other sites
kremator 1065 Posted May 12, 2011 Having an PROPER revive option IS important ! Especially as a module. Can't play without it :) Share this post Link to post Share on other sites
highhead 20 Posted May 12, 2011 im absolutly with you, kremator. Mine is just a workaround (and imo, its obsolete since wolffy fixed his revive). I'm just to bad in coding to do it the proper way. Share this post Link to post Share on other sites
cj 1 Posted May 12, 2011 does it really need to be a module ? you've got a billion different versions of this mission out already (different maps, units, mods etc) so what harm would it cause having one version of the mission with revive, and one without ? its been done in other missions like Domi (i hate to use this for an example but its there) and if it's going to be such a headache (and a time consumer) to get it modular i'd say do it the simple way. just a thought. one other thing, we (VCB) have had this mission running straight for 4 days now and its still running fairly smooth, i noticed all the scripts are still working exactly as they should be after all this time (however its lagging the hell out of some members, probly due to there sheer amount of groups). i personally want to thank u and your team for all the hard work and effort. you've pretty much re-invented the whole game ,its the way it should be played. Share this post Link to post Share on other sites
DaveP 66 Posted May 12, 2011 Echoing CJ's comments we've been having a cracking time on it now that we're hammering out the setup and the like A fob we made Wallpaper: http://img815.imageshack.us/img815/7742/arma2oa2011051123215682.jpg Wallpaper: http://img638.imageshack.us/img638/6224/arma2oa2011051200184617.jpg Share this post Link to post Share on other sites
friznit2 350 Posted May 12, 2011 (edited) Wolffy, help! How do I stop my guys playing MSO all the time? But yeah, seems to be running pretty stable on our new shiny test server - I think RAM was the issue (and possible one of our older addons). Some of the scripts seemed to have packed up (Tup's ambient air's not been around for a while), but the enemy are still very active. Edited May 12, 2011 by friznit2 Share this post Link to post Share on other sites
highhead 20 Posted May 13, 2011 hey friz! Would you mind if i joined ya in a session tough im not a vcb recruit? But im a nice teamplayer! Would like to try a MSO on ya new shiny server :) guidance Share this post Link to post Share on other sites
friznit2 350 Posted May 13, 2011 HH, unfortunately we've got all sorts of UKF/VCB only addons going that means you can't get on our server without being a member, sorry. We've had MSO running since Monday and it appears fairly stable, although some scripts are being a bit odd, but it's hard to pin down what's not working. Share this post Link to post Share on other sites
wolffy.au 9 Posted May 14, 2011 Thanks for all the great feedback guys. Well I have excellent news from myself. I've been performance profiling all the scripts and modules in MSO, and I think I've made some great progress. I will try to finish ENEMY tonight (CORE and AMBIENCE are already optimised) and it should be ready for release. Share this post Link to post Share on other sites
highhead 20 Posted May 14, 2011 yihiiihiiiiiiiiii! looking forward! Share this post Link to post Share on other sites
LondonLad 13 Posted May 14, 2011 Highly anticipating any release with performance enchancements :) Share this post Link to post Share on other sites
Tonmeister 14 Posted May 15, 2011 great work Wolffy and co, this has been really enjoyable to play. I started looking at this game mode about a week ago and its impressive. I have a couple of questions about mission making, it seems quite simple but maybe there is more to it from reading the walkthrough. 1. what are the conditions for this to work on maps not currently listed supported? Ive been stuffing around on Fallujuh and I haven't noticed anything strange yet, but as I don't know the core dependancies for maps, i'm not entirely sure. 2. is the current walkthrough for mission making still valid for 3.4? 3. with the baf-us vs gue-tak-mso mission, there seems to be red markers around the perimeter of the taki map. i'm not sure what puts them there or their significance. 4. is there a way to randomise where convoys enter a map? on the fallujah map, it always seems to be in the bottom right hand corner below the airport. sometimes their insertion, waiting and departure markers are placed right ontop of each other. 5. comparing the folders contained in the enemy modules, baf-us vs gue-tak-mso against the terrorists mission, there are two additional folders, zora and rmm-enemy, i think that are not included in the terrorists folder. What is zora and what is the significance for not seeing it in the terrorists mission? ok, thats all. hope my durge is not too unclear. cheers eb Share this post Link to post Share on other sites
highhead 20 Posted May 15, 2011 hey ebola! Ad 1. Many things are based on locations. Check and understand what the file core\functions\server\fn_initLocations.sqf does, in case of putting custom locations. Ad 2. Dunno, dont think so. Ad 3. + 4.: "bordercrossing" markers are the markers where convoys start and end. Convoys are going to some other locations (cityCenters and flatArea, etc.) for a holding position. Put some bordercrossings in the fn_initlocations.sqf to randomise the convoys. Ad 5.: Zora is a Module that spawns random patrols some kilometres of your position and setting some waypoints near you. The group will flank you if you are not careful. It is for keeping you on your toes. The rmm_enemypop spawns enemies on the custom locations in fn_initlocations.sqf and fills up the map with enemies and camps and many other stuff! First thing always set debug true in fn_initlocations to check the current locations for ya map. Then put custom locations in (bordercrossing, flatarea, strongholdpoint and some others). Set debug to true in the modules "main.sqf" to check whats going on with them. hope it helped Dave Share this post Link to post Share on other sites
azz_er 10 Posted May 15, 2011 Is there any way to save the data the server has saved? So if the server went down we could just use a backup and start from where we left off? Share this post Link to post Share on other sites
marceldev89 89 Posted May 15, 2011 Wolffy.au, once the 'fixed' version is released, is it allowed to use your implementation of NouberNou's concept of unit caching in other missions then MSO missions? :D Share this post Link to post Share on other sites
Tonmeister 14 Posted May 16, 2011 hey highhead, great thanks for the info mate! that certainly got things started for me on fallujah. The debugging options are pretty damn helpful, and I've got to look more into why the airport is so congested with aircraft. I had a stream of c130s constantly trying to land, that i had to move the fob into the city. cheers eb Share this post Link to post Share on other sites
wolffy.au 9 Posted May 16, 2011 Is there any way to save the data the server has saved? So if the server went down we could just use a backup and start from where we left off? No unfortunately. Wolffy.au, once the 'fixed' version is released, is it allowed to use your implementation of NouberNou's concept of unit caching in other missions then MSO missions? :D Yeah, for sure. We did a quick test last night with the new and improved code. Personally, I didn't see much difference, but the AAF boys (on their speedy server) said it was looking good. I'm going to profile the v3.4 and v3.41 missions, so that I have documented timings and proof that it has made a difference. Share this post Link to post Share on other sites
Tonmeister 14 Posted May 16, 2011 (edited) hi, a few more quick questions. I've noticed on fallujah there are no strongpoints generated... I'm thinking this may be because of the density of objects in the city. Is this potentially a problem? I'm guessing the fn_createLocations script autogens these... Also is it possible to create towns outside the city? And finally, I noticed an error pointing to some prefab camp configurations for RU and Napa that we'rent in the CA folder, should there be? cheers eb Edited May 16, 2011 by Ebolavirus Share this post Link to post Share on other sites
highhead 20 Posted May 16, 2011 (edited) I had good spawning results on those: - StrongPointArea - Hill - VegetationBroadleaf (or VegetationFir fe. ToraBora, or VegetationPalm fe. Isla Duala) - Viewpoint - FlatArea - FlatAreaCity and FlatAreaCitySmall - Strategic - BorderCrossing --> for Convoy Start and End Positions! - airports (if not marked on map) - put down some helipads for TUP_Airtraffic (if there are none on map) - check if there are the corresponding Vehicletypes for emergency services on map, else put down some of those: "Land_A_Hospital","Land_A_Office01","Land_A_Office01_EP1","Land_A_Stationhouse","Land_A_Stationhouse_ep1","Land_Mil_House_EP1","Land_repair_center", "land_Mil_Repair_center_EP1" Also if you wanna create a town look at this code in fn_initlocations.sqf for case utes. I think towns are simulated there: case "utes": { {createLocation ["BorderCrossing",_x,1,1]} foreach [[2526.3879,3821.8804,0],[4024.5266,3116.47,0],[4471.8779,3149.2815,0],[3802.4563,4043.1611,0],[3502.8076,4173.7505,0],[3282.2849,4579.8604,0],[4424.123,3572.8301,0]]; {_twn = (group bis_functions_mainscope) createUnit ["LOGIC", (_x select 0), [], 0, "NONE"]; _twn setVariable ["name", (_x select 1)]; _twn setVariable ["demography", (_x select 2)]; [[_twn]] call BIS_fnc_locations;} foreach [ [[2526,3821,0], "Lighthouse", ["CIV",0,"CIV_RU",1]], [[2948,4532,0], "Military Base", ["CIV",0,"CIV_RU",0]], [[4418,3571,0], "Hamlet", ["CIV",1,"CIV_RU",0]] ]; [] call _initNeighbors; CRB_LOC_DIST = 2500; }; if there are errors in the .rpt file its very likely that those camps werent spawned. So yu should have a depper look in it and check if there is something bad with the factions. guidance Dave PS: If yu have bad spawn results especially regarding the positions where camps are spawned, you can lower the radius of the spawn-positions in main.sqf of rmm_enemypop. I set down the variable fe. _d = 800 to _d = 50 and then it spawns within only a 50 mtrs radius (more or less, cuz then "bis_find_safepos" or something will also look within a certain radius for safer spawning). So you can define the random Camp Positions better and they will spawn less on a unrealistic position (as the hillside of a mountain where you slide down even as man) but on the more or less exact point where you positioned your custom location in fn_initlocation.sqf. Edited May 16, 2011 by highhead another thing Share this post Link to post Share on other sites
Tonmeister 14 Posted May 17, 2011 thanks Dave, sounds like you know what your doing. i'll have to mull over the scripts again to see whats goin on, and particularly with the camp spawn. thanks again for the advice. cheers eb Share this post Link to post Share on other sites
wolffy.au 9 Posted May 17, 2011 Nice work Dave. I'll double check the distances in RMM Enemy Pop and see if what you've done is a better solution. ---------- Post added at 10:59 ---------- Previous post was at 10:20 ---------- I seriously need a volunteer to help update the players guide https://docs.google.com/document/d/1uONmMRBQ3Nc2jEcxinRhZred7wVniAQkZxiYp6e08a0/edit?hl=en_GB&authkey=CNW9s-MO PM me if you're interested! Share this post Link to post Share on other sites
highhead 20 Posted May 17, 2011 Hey m8s! i think its not the distance itself but more the concept behind it or to say it an other way: its mainly depends on the map, the group (inf or vehicles), the compositions (camp or radartower fe.) if the spawn positions are nice and realisitc. What works perfect for Takistan (big map, many flat areas) can be a horror for Lingor or ToraBora (smaller maps, much more elevation even on "flat" ground). And I'm aware of the fact, that if you want to have randomness you have to make a compromise. To have a random position within fe. some hundrets of metres from the custom location is nice for "randoming" the spawn positions and works well for infantry (they will walk away anyway) but leads very often to crazy compositions and unwanted vehicle placements where the cars or tanks cant move on and are stuck, and i've often seen a towers or viewpoints placed in a nearly 80 degrees angle -even on takistan - what looks a little bit weird :) I've come around this issue with the "trick" above having some more custom locations and spawning directly (or nearly directly) on the custom location. So randomness is still given (even for the mission maker), since you dont know which of the 250 custom location are selected by enemypop but you have much more realistic spawn positions. A nice and (fairly easy) way could be to have a global startup-parameter manage the spawnradius (_d) to give the host the possibility to choose from "spawn on direct position" and "spawn on random position" --> he can then just try what works best for his map. I think i gonna update the manual ;) ---------- Post added at 11:46 ---------- Previous post was at 11:07 ---------- did it ;) Just add a parameter class to params.hpp in enemypop module folder: class spawn_radius { title = "Spawn Radius"; values[]= {0,1}; texts[]= {"exact","random"}; default = 1; }; add those lines in rmm_enemypop main: ........................ private ["_debug","_d","_d1","_d2","_d3","_d4","_camp","_flag"]; ........................ if(!isNil "spawn_radius") then { if(spawn_radius == 1) then { _d1 = 800; _d2 = 500; _d3 = 400; _d4 = 300; } else { _d1 = 0; _d2 = 0; _d3 = 0; _d4 = 0; }; }; --> fill in the spawnradius values as you like. .......... and then change fe. _d = 800; to "_d = 50 + _d1;" and go with this on every "_d = ..." value --> second one would then be "_d = 50 + _d2;" third one will be "_d = 50 + _d3" and so on. worked for me! guidance PS: dont copy paste i see there are some spaces i didnt fill in! Share this post Link to post Share on other sites
Tonmeister 14 Posted May 17, 2011 great stuff, i've had some success on fallujah, and things are starting to make sense now. I even had a go trying it in Sahrani, and iwithout any massaging, the system populated the entire map. now its just a matter of putting in those objs that don't exits on that map. other than that, its great seeing an entire island come to life, whilst having something useful to do on it, like blow shit up. cheers eb Share this post Link to post Share on other sites
wolffy.au 9 Posted May 17, 2011 its great seeing an entire island come to life, whilst having something useful to do on it, like blow shit up. Yep, that is exactly what I love about it also! I'm content just to watch the ambient civs drive and fly around, and crash and maim each other! Love it, so rewarding after months of hard work from the team! :bounce3: Share this post Link to post Share on other sites
highhead 20 Posted May 17, 2011 Yeah i watched a farsi guy talking to his wife and then she ran away - looked quite emotional.... And funny:) Share this post Link to post Share on other sites