Jump to content
Sign in to follow this  
tupolov

Multi-Session Operations v4.0 released

Recommended Posts

erm no thanks

I was just passing on info if ya dont understand the info no big deal but thanks for answering

BL1P,

It would be really useful if you could spend a few minutes elaborating your issue. Its not clear to us what the problem is. We want to fix the issue so you can continue to enjoy the game. A few minutes from you will help us as we spend 30 min - 1 hour or more to fix it.

Hope you can reply.

Thanks again.

Tup

Edited by Tupolov

Share this post


Link to post
Share on other sites
BL1P,

It would be really useful if you could spend a few minutes elaborating your issue. Its not clear to us what the problem is. We want to fix the issue so you can continue to enjoy the game. A few minutes from you will help us as we spend 30 min - 1 hour or more to fix it.

Hope you can reply.

Thanks again.

Tup

Yes sure Sorry Ill do what i can

so you want me to do something on somewhere called Dev heaven ?

---------- Post added at 01:43 PM ---------- Previous post was at 01:35 PM ----------

https://dev-heaven.net/issues/27765

hope thats what ya wanted and hope it helps

Sorry if i sounded Discourteous

Share this post


Link to post
Share on other sites
You rock dude, thanks!

was a beta tester for the us army till they kicked me out for speaking my mind :)

Share this post


Link to post
Share on other sites

Got some questions and feedback, but first things first - thanks for this great mission.

Second thing is, is there anything linked with units, or can I just put the ones I like? (because from what I seen under the editor, there's no unit names or scripts executed). If so, what about moving the base to someplace else? Will the scripts bear with units put inside opened buildings.

Third thing is, even tho I choosed Taki Insurgency only in the mission options, I got a message from CAS pilot that told me there's a T-72 in the area.

Overally the APC's and tanks are too aware of the enemy and can rape those through fog and so on. This isn't really realistic as well as encountering 3 BRDM's or BTR-40's in one fight for a village. My main request is: a MP Param letting You choose the type of vehicles You want to encounter. Would be like: Inf only, Technicals, Light Armour, All.

Btw, what is the skill of the enemy and wouldn't it be good to have some option for it? And does Team Leaders get CAS available the next day for example, when they used all the available assets?

Another idea, taken from Dynamic Afghanistan MP Campaign from OFP. Rest & Relax option available in some movable tent & within the main bases. Which would make all players max health & stamina (if this can be achieved), and most importantly, few hours would pass in the game, so You could choose when You go out on patrol or stuff.

and finally, looking at the files, I don't really get it how I can change default MP Params, so it's mainly fight against insurgents, not a regular conflict (I'd suggest that setting for a default one, because in actual missions You don't have any heavy assets).

Share this post


Link to post
Share on other sites
The BIS version comes directly for you and will script kill you if your misbehave. MSO ZORA is more about putting enemy around you, but not on you - as you said a random position radius around the player.

Awesome, that's what i needed to know, and that's the ZORA behaviour i always wanted!!!

Share this post


Link to post
Share on other sites

@JonPL: Thanks the feedback. As to your questions:

You can put the FOB and friendly units anywhere you want, and can add as many playable units as you like. There's no script directly 'tied' to the playable units in the way you mean - it's all done via Player ID.

If you have convoys on, there may still be aircraft, tanks and APCs escorting these, even though the general enemy is only Taki Insurgency.

While MSO can't account for the vagueries of ArmA2 AI routines and 'realism' is pretty subjective given that you'er a lone soldier running around with an M16, there has been a similar feature request for choosing the type of weapons systems available to the enemy. Worth checking Dev Heaven and voting it up or adding your own feature request and we can see about adding it in future iterations.

CAS frequency is set in mission parameters. AI skill is set by your game difficulty settings (or any AI addons you have like ACE, ASR_AI or Zeus).

Again, feature requests should be posted on Dev heav for consideration (though I imagine a medic tent will achieve the same effect here).

If you've looked in the files, I suspect you've noticed that you can change the mission parameters before starting the game. You can choose whichever enemy you like and don't have to go with the defaults. Not sure which actual missions you're referring to though, do you mean contemporary ops in Afghanistan?

Share this post


Link to post
Share on other sites

Hi again.

Im not a supper expert scripter like you guys

But I as wondering if it is posible to upload your Ace map onto a billboard for new JIP to see and DL like the message board

Share this post


Link to post
Share on other sites

Basically no, not possible. Any JIP markers, tasks and AARs you write will be visible by others joining though. 'Saving' anything you put on the map using ACE Map Tools is out of scope of MSO, as that would be an ACE feature request.

Share this post


Link to post
Share on other sites

hey guys!

Yesterday I added a Mission-Parameter to WICT >>> "spawning BLUFOR (on/off)" in order to preserve performance. I think it can save loads of ressources on WICT since no Blufor units are spawned after taking an enemy wict-base. My host is up for nearly one day and its still working without issues. sending version to wollfy now.

im trying to sort out why there is no wict-campbuilding when rmm_enemypop and wict_enemypop is running togehter (no errors in rpt).

laterz :)

Share this post


Link to post
Share on other sites

Thanks for info, I'll write the tickets someday.

Anyway, I meant the MSO missions supported with 4.03 release. I wanted to set the default ones, so other admins just have to choose mission, without having to set all those things.

Share this post


Link to post
Share on other sites
Basically no, not possible. Any JIP markers, tasks and AARs you write will be visible by others joining though. 'Saving' anything you put on the map using ACE Map Tools is out of scope of MSO, as that would be an ACE feature request.

Nps its more than enough to have the JIP markers And AARs and Tasks

Share this post


Link to post
Share on other sites
Thanks for info, I'll write the tickets someday.

Anyway, I meant the MSO missions supported with 4.03 release. I wanted to set the default ones, so other admins just have to choose mission, without having to set all those things.

Look in \enemy\msofaction.hpp You can change all the default params for enemy there.

Share this post


Link to post
Share on other sites

Maybe you would like to try that out. Should improve performance over long term play and has some nice strategic changes in WICT module (battlefront isnt directly on players anymore but on nearest strategic position).

http://www.megaupload.com/?d=YSZVDQ6I

changelog here:

- Added Mission-Parameter for turning of BLUFOR-Spawning (on/off) in order to preserve performance (setupW.sqf/params.hpp)

- added maximum AI-Group Cap from missionparameters to gain performance

- changed base markers to mil_circle for wict-bases in "show bases"-mode in main.sqf

- fixed wrong base-count in diag_log and debug-hints // tested

- added AI-count debug-hint in corescript.sqf // tested

corescript.sqf // tested

- moved battlefront away from player to near strategic places in corescript.sqf // tested

rmm_enemypop and wict together is also just fine now

have fun

Share this post


Link to post
Share on other sites

Hi again ;)

I would like to have static ammo boxes at the main bases and have loadable

Supply ammo boxes at the base aswell for FOB setups

I looked in the Support\ ref logistics scripts and cant quite figure out how i can make 1 box loadable and another not

could anyone help a poor old confused guy ?

reason for making the base boxes static is so that public players dont load them in a jeep then leave them on a mountain without marking where they are :(

also is it possible to restrict which faction can use which box ?

and or vehicles

IE BAF boxes for BAF guys only etc etc

and BAF vehicles for BAF guys only etc etc

Edited by BL1P

Share this post


Link to post
Share on other sites

You can disable R3F logistics so it's not loadable on any object by putting in the init line in the editor: this setVariable ["R3F_LOG_disabled", true];

Not sure about restricting factions on ammo crates or vehicles. I imagine it's possible but would require a little more advanced script. Wouldn't that be overly restrictive on players though?

Share this post


Link to post
Share on other sites
You can disable R3F logistics so it's not loadable on any object by putting in the init line in the editor: this setVariable ["R3F_LOG_disabled", true];

Not sure about restricting factions on ammo crates or vehicles. I imagine it's possible but would require a little more advanced script. Wouldn't that be overly restrictive on players though?

thanks for the disable r3f line thats perfect

As for restricting the weapons the players have to the faction they choose

Maybe it might be a bit restrictive wont know till i give it a try

Thanks again for the info on the R3F logistics m8

Share this post


Link to post
Share on other sites

Really nice mission pack. Will be trying these at Reality Gaming.

Share this post


Link to post
Share on other sites

Hi,

I have been battling to get the Iranian Forces mod to work in MSO. It has been a challenge as currently MSO requires that the army groups are defined as Infantry, Mechanized, Motorized Armored and Air. The Iranian mod wasn't built like that consequently it causes problems in MSO. To get around this I created a replacement addon for the Iranian forces mod which adds the necessary groups. More details can be found in this post.

I pretty much have them working now and they work very well on Tup's QOM Province.

Anyway, I have put a few days into getting this working and just wanted to share!

Share this post


Link to post
Share on other sites

I am new to this one and I am very excited over the fine work that has been done.

But one problem:

I have ACRE and use ACE missions but everytime I would like to try an AAR

i get the message "You require a radio" but ACE ANPC radio is in my inventory

any tips?

Share this post


Link to post
Share on other sites

You need a long range radio if using ACE and ACRE.

Share this post


Link to post
Share on other sites
I am new to this one and I am very excited over the fine work that has been done.

But one problem:

I have ACRE and use ACE missions but everytime I would like to try an AAR

i get the message "You require a radio" but ACE ANPC radio is in my inventory

any tips?

You can find the radio in the big metal box behind you when you spawn if it's been added (which if you are playing one of the ACE enabled standard missions, it will have been). It's got loads of backpacks and the radio you need in it. While you are there, you might also want to grab a GPS from the box next to it!

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.
Sign in to follow this  

×