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tupolov

Multi-Session Operations v4.2 released

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Hi Tupolov.

I was just reading threw the EOD scripts in the MSO 4.21

at the end of the reezo_eod_fnc_spawnsuic.sqf you call

//Let's run the Suicide Bomber behaviour script and then exit

_soldier setVariable ["reezo_eod_avail",false];

nul0 = [_soldier, _bomber, _rangeMax] execVM "x\eod\addons\eod\reezo_eod_suicidebomber.sqf";

but x\eod\addons\eod\reezo_eod_suicidebomber.sqf does not exist.

left over script or an oversight ?

If its an over sight any chance i can get me mits on the reezo_eod_suicidebomber.sqf

Hope this helps ....

Bl1p

You need the EOD mod. The scripts are there to "enhance" EOD if you are running the mod. This is all tested and working fine.

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Just wanted to point out a bug, in the addSupportRequest.sqf function for the SOM module, there's a misused variable on line 45 I believe that prevents an SOM mission from ending when the player completes the objective.

//Convert number to selection of random requests.
if ((typeName _supReqs) == (typeName 0)) then 
{
private ["_supReqsTmp", "_availReq"];
_supReqsTmp = [];

//TODO: Not all Supports work well in Arrowhead at the moment.
_availReq = ["aerial_reconnaissance", "tactical_airstrike"];
if (BIS_SOM_a2Avail) then {_availReq = _availReq + ["transport", "supply_drop", "artillery_barrage"]};
if (BIS_SOM_ahAvail) then {_availReq = _availReq + ["gunship_run"]};

[b]for "_i" from 0 to (count _supReqs - 1) do[/b] 
{
	_supReqsTmp = _supReqsTmp + [_availReq call BIS_fnc_selectRandom];
	if (BIS_SOM_a2Avail) then {};
};
_supReqs = +_supReqsTmp;
_supReqsTmp = nil;
};

should be:

//Convert number to selection of random requests.
if ((typeName _supReqs) == (typeName 0)) then 
{
private ["_supReqsTmp", "_availReq"];
_supReqsTmp = [];

//TODO: Not all Supports work well in Arrowhead at the moment.
_availReq = ["aerial_reconnaissance", "tactical_airstrike"];
if (BIS_SOM_a2Avail) then {_availReq = _availReq + ["transport", "supply_drop", "artillery_barrage"]};
if (BIS_SOM_ahAvail) then {_availReq = _availReq + ["gunship_run"]};

[b]for "_i" from 0 to (count _availReq - 1) do[/b] 
{
	_supReqsTmp = _supReqsTmp + [_availReq call BIS_fnc_selectRandom];
	if (BIS_SOM_a2Avail) then {};
};
_supReqs = +_supReqsTmp;
_supReqsTmp = nil;
};

Also, could someone point out what the "if (BIS_SOM_a2Avail) then {};" line is suppose to be for?

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Bl1p

You need the EOD mod. The scripts are there to "enhance" EOD if you are running the mod. This is all tested and working fine.

Tupolov, I noticed that the EOD mod gives a requirement of having the ACE2 OA Core mod in place. From MSO's point of view and non ACE versions of it what does that mean? Should the EOD stuff be turned off in the mission parameters for non ACE MSO's or do you have the ACE2OA Core module in your list of mods along with EOD and because the MSO mission doesn't have the ACE2 modules included it works without being an ACE MSO?

Thanks,

Stonehouse

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Guys MSO looks great i haven't got a lot of experience so far but my main question is can i set the MSO to only spawn insurgents and no other armed SUVs or enemy armor and aircraft only terrorists in civilian vehicles and all the other stuff because i want to play in an environment with insurgents and not really a full blown war and if you try to carry out missions like this its an absolute pain to have enemy tanks and APCs up you're backside

Is there any way to do this ?? if yes please tell me because im lost :(

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See the 4.3 release thread. There are many more options for tweaking the enemy type in mission params now.

I should think it'd be best to close this thread in favour of the new one?

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Just wanted to point out a bug, in the addSupportRequest.sqf function for the SOM module...

Thanks Duckmeister - I've added it to the code base for v4.4.

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any one else haves problems signing in for patrol ops missions via radio or mhq ??

pls use 4.3 thread!

In 4.3 sign-in is possible over interaction key or comms 0-8-x (i think its 0-8-0)!

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