kremator 1065 Posted January 25, 2012 Ahhhh thanks Wollfy ! That has made my life a little easier. Share this post Link to post Share on other sites
Max255 59 Posted January 25, 2012 (edited) Not sure if we're doing everything right, but... Last week we were testing MSO in my group, it's a slightly modified Claghan version with a few modules disabled and some stuff added in the editor. It started pretty nice until one of us died - turned out we have "massive" issues with NOMAD respawn. It does work when set to 999 lives but then whole mission just turns into another Domination-like experience. If set to lower amount together with NOMAD reinforcements at 12h (or lower, I even tested with 10 minutes), the lifes doesn't regenerate and dead player can't get on the server any more. NOMAD module wasn't touched by me except changing params. So if anyone knows what might have caused it or can explain me how the module is supposed to work, I would be very grateful. I can get the server .rpt and some more info/details if it might help. If needed I can create a ticket on dev-heaven (after I'll remember my login :X) Edited January 25, 2012 by Max255[PL] Share this post Link to post Share on other sites
wolffy.au 9 Posted January 25, 2012 ;2095848']If needed I can create a ticket on dev-heaven (after I'll remember my login :X) Yeah, log a bug and tell us exactly how you're testing it, so we can do the same. Share this post Link to post Share on other sites
stk2008 14 Posted January 26, 2012 I dont know what you lot have done with this version but running it in MP and playing from the same PC now it seems to run a lot faster where as before it was laggy. I am able to drive around and do the missions all at a better frame rate so thanks for this I am very happy. Share this post Link to post Share on other sites
highhead 20 Posted January 26, 2012 if yu are using WICT its prolly the radical AI-Cap that keeps WICT from spawning endless units and also it spawns more slowly and no friendly units! im not quite sure which differences tere are in the other modules but im glad to hear its running well! Share this post Link to post Share on other sites
friznit2 350 Posted January 26, 2012 @BL1P You're on the right track, but you also need MSO Core in there. You might have better luck putting Patrol Ops 2 into the MSO framework and selectively deleting the bits you don't need, rather than the other way round. Share this post Link to post Share on other sites
BL1P 35 Posted January 26, 2012 @BL1PYou're on the right track, but you also need MSO Core in there. You might have better luck putting Patrol Ops 2 into the MSO framework and selectively deleting the bits you don't need, rather than the other way round. Thanks for the reply m8. I did try it that way originaly but came across too many problems I dont yet know how to correct.. Ill try getting it to work with the core aswell If I add the core and the supply... with looking to only have CAS and CASEVAC for the moment What lines should I add to my init and desc ? Once again thanks for taking the time to answer BL1P Share this post Link to post Share on other sites
highhead 20 Posted January 26, 2012 (edited) Thanks for the reply m8.I did try it that way originaly but came across too many problems I dont yet know how to correct.. Ill try getting it to work with the core aswell If I add the core and the supply... with looking to only have CAS and CASEVAC for the moment What lines should I add to my init and desc ? Once again thanks for taking the time to answer BL1P hey m8 ive been stumbling into MSO like you. I tryed to implement VTS and it turned out to be hundrets of hours... What i learned in mission merging (maybe that helps you): - merge the missions by copying files together (god mode). MSO is master, other is slave! If you have 2 init.sqf files, rename the other init-file to init-custom.sqf (for simple explaination). The second description.ext file you will have to rename too. - put a line #include *other description.ext filename* (-> the name you renamed it too) in BOTTOM of description-mso.ext. - check *other description.ext filename* and its "#include"-components in regards of classes like "class cfgsounds" and "class rsctitles" or "class highhead_penislength" (dont know it by heart sorry) and so on, that are loaded by description-mso.ext. Its important that there is no class added twice or the game will crash. Load the regarding class only once by copypasting the lines together or loading seperate .hpp files (what i prefer, just look at mso code - its simple to understand)! If there are additional #ifdef/#endif clauses in your *new description.ext* it can break your neck (if been giving up on MCC_Sandbox-merge-to-a-module because of engine limitation on "#ifdef/#ifdef/#endif/#endif" clauses). Remember, this can be really frustrating but if you made it you will cum! - If game is loading finally (this is the time yu will cum, have a tissue beside you because you dont know when it will happen :)), play it for 10 minutes and check the .rpt! There will be errors and you will have to sort them out. Even hardcore by maybe not loading something or deleting lines! If yu dont know how to FIX it, try to exclude it. - If its running with less "harmful" or no errors populate your island with locations in fn_initlocations.sqf (in debug mode)! If you made the upper two tasks there is no need to explain how the code works, its pretty simple (genius) ;)! get it to about 400 different locations. Excel helped me a lot putting named markers (placed in mission editor on nice topographic spots) from mission.sqm (x,z,y) to regular positions (x,y,z), just as a hint! After this you have a complete MSO merge running, no need to edit anymore. Just play with the parameters! hope that helped PS: i also have to admit: MSO is like an organism (and an orgasm). It reacts very different on each isle with different parameters. Many things you will have to optimise with trial and error. But that makes it interesting, believe me! fuck... im a pervert Edited January 26, 2012 by highhead Share this post Link to post Share on other sites
BL1P 35 Posted January 26, 2012 @highhead Thanks m8 that does help Ill try doing it that way this time the bit about using a renamed init is helpful especially. although you lost me a little with the description I need to figure out what IFDEF does :) Also the tissues will ... cum in hand...y :) (puns intended) Thanks m8 Share this post Link to post Share on other sites
wolffy.au 9 Posted January 26, 2012 Just curios BL1P, have you tried disabling all the extra stuff via modules.hpp files as a starting point? You might want to do that first so you're comfortable how MSO modules work. It will fit in with learning what #ifdef is about. Share this post Link to post Share on other sites
BL1P 35 Posted January 26, 2012 (edited) Ive given up m8 im afraid Ill just try and find some sort of support script that will be easier to implement at my level ... I got it running with the mso core and with support removed all but the cas and casevac alterd the call to say if team leader not grp as im not using groups added the ace prc119 for the team leaders weapons class but still no cas or evac in the self interaction Thanks for the help though Might try agina when i have a dedicated i can read the rpt from.... as my server is being used atm Edited January 26, 2012 by BL1P Share this post Link to post Share on other sites
highhead 20 Posted January 26, 2012 Ive given up m8 im afraidIll just try and find some sort of support script that will be easier to implement at my level ... Thanks for the help though gimme link to the mission you wanna merge i'll try on saturday Share this post Link to post Share on other sites
BL1P 35 Posted January 26, 2012 gimme link to the mission you wanna mergei'll try on saturday Thats a nice offer m8 But i would feel bad and learn nothing if you did it for me Ill try some other support scripts see if I can find one made for noobs like me :) only thing i wanted to merge was the call for CAS and EVAC so a full merge would be no good for me Thanks though ! Share this post Link to post Share on other sites
enngerek 10 Posted January 28, 2012 great mission,played last night but tehre wre some small bugs,first paramater show WICT base was chosen but for JIP markers didint work and didnt deleted player dead bodies. ts.turkarmabirligi.net/indir/arma2oaserver2312.RPT Share this post Link to post Share on other sites
BL1P 35 Posted January 29, 2012 Wooo Hooo Yippy got it working :) Now Im suffering from a really bad hangover cause I celebrated the merge :) Thanks for the help guys Share this post Link to post Share on other sites
wolffy.au 9 Posted January 29, 2012 Always good to hear a good news story! :D Congrats! Share this post Link to post Share on other sites
BL1P 35 Posted January 29, 2012 (edited) Always good to hear a good news story! :D Congrats! thanks m8 Im really grateful for all the help I got from you guys !!! What I have working is an edited Patrol Ops 2 mission working with CAS - CASEVAC - CA civilian modules - dogs - shepards - AAR - Sandstorms - AEG .. Gona try add the enemypopulation module and nomad module next ... The patrol mission has suicide bombers among the things I edited Edited January 29, 2012 by BL1P Share this post Link to post Share on other sites
wolffy.au 9 Posted January 29, 2012 For anyone that is into MSO development, I've started an MSO Developer's Blog here: http://www.ausarma.org/blog/4-mso-developers-blog/ I am happy to hear about your efforts modifying the MSO for your own missions, and if you wish to submit Blog entries, please let me know. Share this post Link to post Share on other sites
BL1P 35 Posted January 29, 2012 For anyone that is into MSO development, I've started an MSO Developer's Blog here:http://www.ausarma.org/blog/4-mso-developers-blog/ I am happy to hear about your efforts modifying the MSO for your own missions, and if you wish to submit Blog entries, please let me know. Great news Share this post Link to post Share on other sites
Fogu 10 Posted January 29, 2012 THX again for this awesome Mission guys. Share this post Link to post Share on other sites
BL1P 35 Posted January 30, 2012 Hello again :) When I call for a CASEVAC the chopper arrives with a full load of weapons Which is bad for me as all players are weapon restricted by rank and class where should I add the removeallweapons this; in the casevac scripts ? Once again any help welcome BL1P Share this post Link to post Share on other sites
ArmaholicBR 10 Posted February 3, 2012 Hello all, Our team has a dedicated and I've been creating a mission for us based on MSO, and everyone is enjoying it.. I just need some informations regarding MP Rights....is there a way to make an exception, so the Little Bird and the MHQ stay out of vehicle check for MP Rights? Also, is there a way to disable only civilian air vehicles, leaving the enemy faction? In Clafghan, civilians mess up our base parking in the middle of the runway and things like that...making it necessary to disable the whole feature =/ @BL1P: What are you using to restrict weapons by player's class? Thank you very much, this is the best mission we've played so far! Hoo-rah! Share this post Link to post Share on other sites
wolffy.au 9 Posted February 3, 2012 where should I add the removeallweapons this; in the casevac scripts ? Yes - somewhere in the rmm_casevac folder. Never edited that folder myself, so you'll have to try and work it out yourself. I just need some informations regarding MP Rights....is there a way to make an exception, so the Little Bird and the MHQ stay out of vehicle check for MP Rights? Also, is there a way to disable only civilian air vehicles, leaving the enemy faction? I haven't used MP Rights for a while, but no there was no way (I can remember) to exclude vehicles. If you log a feature request on Dev Heaven, we can look at adding an exclude flag for the next release. No, there is no current way to disable civilian aircraft, as they are the default. I think there would need to be some significant coding to get it to work that way. Share this post Link to post Share on other sites
friznit2 350 Posted February 3, 2012 Ambient air works by detecting which side is dominant near the hangars and helipads and spawning those aircraft. If it can't detect a side it will default to civilian. The easiest way to reduce the civilian aircraft is to ensure you have Blue forces in and around all the hangars/helipads - stick a BLUFOR riflemen in every hangar for example. Share this post Link to post Share on other sites