Jump to content
Sign in to follow this  
tupolov

Multi-Session Operations v4.4 released

Recommended Posts

Anyone else get past screen, just freezes here "Please wait setting up Client"? Mission is running, no errors in Baretail and Sever Rpt is:

["PersistentDB: pdb settings loaded"]

"############################# Starting PDB for mso_13_a2co_coop_usmc_vs_ru_gue_4-4 #############################"

"MSO-0 GTK Initialised 24 Groups, launching NOUJAY Caching..."

"MSO-0 Time Sync off: Date [2010,8,8,14,0]"

"MSO-0 Town Manager - Starting"

"MSO-0 Town Manager - Locations: 40"

"MSO-0 CQB Population: starting to load functions..."

"MSO-0 CQB Population: loaded functions..."

Server: Object 3:8 not found (message 225)

"MSO-0.233 Spyder Object Network Update - 248 objects disabled"

"SERVER MSG: count MISSIONDATA, 0"

Share this post


Link to post
Share on other sites

Guys this has given me the best Single Player experiences so far in Arma. Until a few days ago I had barely even heard of MSO - I guess my interest has always been in the Add ons and Mods section - and really thought MSO only had something for multiplayer.

Anyway, I depbo'd one of the Takistan missions and changed one or two things to better suit me - BAF versus TK Gue and TK Ins and - wow! Just running it as single player within a multi player mission (ie no dedi server)...so much variety in gameplay, tentatively leading my Jackal patrol into insecure areas, have been IED'd, ambushed, had to abandon patrols and call in CASEVAC, etc.

I can totally see the appeal of this in multiplayer, particularly the persistence element, but I think single players need to realise what a fantastic resource this is for them - there are so many threads about getting Ambient Combat working etc etc, this knocks its socks off.

What would be really good would be a brief guide to recommended module combinations - particularly dynamic enemy enemy/cacheing as it is not really self evident what cobos works best.

Great work.

JJ

Share this post


Link to post
Share on other sites
What would be really good would be a brief guide to recommended module combinations - particularly dynamic enemy enemy/cacheing as it is not really self evident what cobos works best.

Thanks for your positive feedback - always good to hear when players are happy with the product!

Thats a great idea - I'll see if we can get something up on Wiki. You might need to give us a ticket on Dev-Heaven so we don't forget though. :)

Share this post


Link to post
Share on other sites

Hey JJ!

Wow, this is a very nice feedback - thank you very much! Yeah we will see that we can update the manual some more! To answer your question quickly:

If playing Singleplayer (alone as host/or a dedictated server on the same machine as you are playing) you probably can enable more modules than the standard recommended ones (default values) in opposite to playing on a populated server where you got less headroom.

- Though we tested PDB togehter with NOMAD roughly (it worx) we recommend using either PDB or NOMAD.

- Also default-caching works fine with dynamic enemies (CQB, dynamic rmm_enemypop) but probably isnt needed anymore (i didnt observe differences, even with PO2 module used).

- WICT is a standalone enemypop-module and should only be used by ppl that want to have a completely different (and heavy style) of gameplay, it will rape you.

Thats pretty all regarding (dynamic) enemies vs.caching.

Let us know if you need to know something else!

Enjoy!

---------- Post added at 09:46 ---------- Previous post was at 09:36 ----------

Anyone else get past screen, just freezes here "Please wait setting up Client"? Mission is running, no errors in Baretail and Sever Rpt is:

["PersistentDB: pdb settings loaded"]

"############################# Starting PDB for mso_13_a2co_coop_usmc_vs_ru_gue_4-4 #############################"

"MSO-0 GTK Initialised 24 Groups, launching NOUJAY Caching..."

"MSO-0 Time Sync off: Date [2010,8,8,14,0]"

"MSO-0 Town Manager - Starting"

"MSO-0 Town Manager - Locations: 40"

"MSO-0 CQB Population: starting to load functions..."

"MSO-0 CQB Population: loaded functions..."

Server: Object 3:8 not found (message 225)

"MSO-0.233 Spyder Object Network Update - 248 objects disabled"

"SERVER MSG: count MISSIONDATA, 0"

Hey vengenance!

Sry, but supporting PDB in its experimental state and via private messages is not easy.

Please install skype and i will add you to the MSO channel to get it working. Since you already stated there is no /logs folder in your arma2 root folder i guess the connection between arma2net-mysqlplugin and the mysql-server isnt working at all on your side. Maybe i have to even log into your PC via RDP, or shared skype-desktop to see myself.

Enjoy!

Share this post


Link to post
Share on other sites

Hi Highhead

thanks for your answers. one more quick question :). During install I read somewhere that you recommend CEP caching over the NOU caching - could you expand on that a little more?

Also re the multiplayer options - currently I am playing alone as Host and performance is good with a lot of the modules running (2500k overclocked to 4.7Ghz). I hadn't considered running a dedi server on the same machine but that is an interesting idea - I wonder if that would make better used of the available cores? If that is something you (or anyone else) have any experience of I'd be interested to hear.

JJ

Share this post


Link to post
Share on other sites

Is it possible to make lingor mission have more players beside 13?

And which files are the ones where I can change USMC into differ faction and enemies and so on.

EDIT: Do not mind this stuff above.

When ever I die I keep on falling down from sky and it happens like that all the time when i die from falling from sky i keep on falling again after respawn.

I did change the starting faction into CDF and so did I change the respawn's but still falling down...

Edited by Sakowski

Share this post


Link to post
Share on other sites

Highhead,

Thanks for all your help got it working FINALLY!

It was a permissions issue, once that was solved it now seems to work fine, with an exception of saving weapons, had to turn that off in the parms or it hung up when I rejoined, it could be because I am using ASC but not sure. Anyway appears to be working fine, tried it with multiple computers and players.

Thanks again for all the help!

Share this post


Link to post
Share on other sites
Hi Highhead

thanks for your answers. one more quick question :). During install I read somewhere that you recommend CEP caching over the NOU caching - could you expand on that a little more?

Also re the multiplayer options - currently I am playing alone as Host and performance is good with a lot of the modules running (2500k overclocked to 4.7Ghz). I hadn't considered running a dedi server on the same machine but that is an interesting idea - I wonder if that would make better used of the available cores? If that is something you (or anyone else) have any experience of I'd be interested to hear.

JJ

Yo!

CEP-Caching: if players out of caching range, all units of a group are deleted (only group leader stays). If player gets in range the units are recreated on that group. Advantage is that since the units are deleted it results in better cpu performance and less lag.

NOU-Caching: if players out of range, disablesimulation is triggered also resulting in less cpu power used. The advantage is, yu still see the units if flying around but they move jerky.

We recommend using the caching method that applies your gamestyle best.

Also using dedicated server is recommended since you can just run it in the background and reconnect hours later without restarting the server (persistent = 1 in serverconfig). If you use energy-saving-mode (and not shut down your pc completely) you can even have your server up over days or even weeks without pdb and not having your computer run all day.

Hope i could explain it a bit :-)

---------- Post added at 08:14 ---------- Previous post was at 08:08 ----------

Is it possible to make lingor mission have more players beside 13?

And which files are the ones where I can change USMC into differ faction and enemies and so on.

EDIT: Do not mind this stuff above.

When ever I die I keep on falling down from sky and it happens like that all the time when i die from falling from sky i keep on falling again after respawn.

I did change the starting faction into CDF and so did I change the respawn's but still falling down...

Yo Dude!

Please make sure you have a marker named with the correct faction (therefore open the debug-console with interaction key or comms 0-8-xxx and type "faction player" so it should be something like "respawn_BIS_US"). Also be sure if using the MHQ to not deploy it in very dense areas with many objects since it could be that no suitable respawn-area can be chosen resulting in spawning in the sky.

Pls try that, m8!

Share this post


Link to post
Share on other sites

Could someone give me a hint on how to remove ACE Wounds from a mission while still being able to use the ACE mod?

I unpacked a mission, removed ACE Wounds module, edited init_mods.sqf to 'ace_sys_wounds_enabled = false;' but somehow ACE Wounds is still active, after all that.

Share this post


Link to post
Share on other sites
Yo!

CEP-Caching: if players out of caching range, all units of a group are deleted (only group leader stays). If player gets in range the units are recreated on that group. Advantage is that since the units are deleted it results in better cpu performance and less lag.

NOU-Caching: if players out of range, disablesimulation is triggered also resulting in less cpu power used. The advantage is, yu still see the units if flying around but they move jerky.

We recommend using the caching method that applies your gamestyle best.

Also using dedicated server is recommended since you can just run it in the background and reconnect hours later without restarting the server (persistent = 1 in serverconfig). If you use energy-saving-mode (and not shut down your pc completely) you can even have your server up over days or even weeks without pdb and not having your computer run all day.

Hope i could explain it a bit :-)

---------- Post added at 08:14 ---------- Previous post was at 08:08 ----------

Yo Dude!

Please make sure you have a marker named with the correct faction (therefore open the debug-console with interaction key or comms 0-8-xxx and type "faction player" so it should be something like "respawn_BIS_US"). Also be sure if using the MHQ to not deploy it in very dense areas with many objects since it could be that no suitable respawn-area can be chosen resulting in spawning in the sky.

Pls try that, m8!

Well I didnt deploy any MHQ I went to test it, went to the airfrield (lingor) thrown a frag to my legs and died okay but then I was falling down the sky in some random place.

Share this post


Link to post
Share on other sites
Well I didnt deploy any MHQ I went to test it, went to the airfrield (lingor) thrown a frag to my legs and died okay but then I was falling down the sky in some random place.

As this doesnt happen with standard Lingor mission (i am playing it atm) so whats the faction name you use? Yu said CDF units, but please use the debug console to check that - as described above!

thankxs

Share this post


Link to post
Share on other sites

Question:

1. If I make a change to a Parameter for Persistent-db do I have to re-import under Server Instance?

2. If I make a change to the mission.sqm do I have to do anything with the Server DB?

Thanks

Vengeance

Share this post


Link to post
Share on other sites
As this doesnt happen with standard Lingor mission (i am playing it atm) so whats the faction name you use? Yu said CDF units, but please use the debug console to check that - as described above!

thankxs

Done it and says CDF

Share this post


Link to post
Share on other sites

Hi guys

First of all great mission y havent had so much fun in a long time with a mission very random and you never know what is going to hit you. Thanks a lot for the Mission.

I have a little question about the mission, in the Ace version there is only the ace wounds activated so if you get hit you normaly die, so you have to start all over again and its a pain for gameplay I know its realistic but y also want some team work.

Is it posible to have some tipe of revive in the default ace mission or do you need to add it? if so I normally use this tipe of revive for ace cause it works very nice http://www.armaholic.com/page.php?id=12937 (if you know better please tell me) and makes squads work toguether.

If tried to add the revive but I cant make it work properly.

I have to add this to the init execVM "revive\ReviveAceWounds.sqf"; wich is not complicate but I dont know if I have to modify it to execNow "revive\ReviveAceWounds.sqf";

and the other big problem is I have to add this in the description but there is 2 descriptions the normal and the mso one.

respawn="BASE";

respawndelay = 4;

how can I add this revive without modifing the mission?

Im not very good in scripting I just look copy and trial and error a lot.

Thanks a lot for the help

Share this post


Link to post
Share on other sites

Put ace_wounds_prevtime = 600; in the init-mods.sqf underneath // ACE Wounds. This will enable the ACE Poor Man's Revive (a 600s countdown will start on 'death'). It's the same thing used by the ACE revive script you linked above, but it won't have the automatic medevac chopper/magic medic that comes with that script. Respawn type and delay settings are already in description-mso.ext, no need to add anything more.

For those who want to disable elements of ACE, check init-mods.sqf and comment out or delete the relevant lines e.g. remove everything in the ACE Wounds section to disable it completely - make sure the ACE Wounds module is not place in the editor as well. For info on what these all mean, check the ACE Features on their site (Wounds is on Page 5 at the end): http://wiki.ace-mod.net/Features.

I'm sure it would be possible to add a mission parameter to do this, but it's a whole lot of scripting for what is actually a very easy tweak to make in the init file.

Share this post


Link to post
Share on other sites

Okay so I got respawning fixed however I got the ACE Lingor island, bandages, morphines and so on but why is there no interaction for "Treat Wounds"?

Share this post


Link to post
Share on other sites
Put ace_wounds_prevtime = 600; in the init-mods.sqf underneath // ACE Wounds. This will enable the ACE Poor Man's Revive (a 600s countdown will start on 'death'). It's the same thing used by the ACE revive script you linked above, but it won't have the automatic medevac chopper/magic medic that comes with that script. Respawn type and delay settings are already in description-mso.ext, no need to add anything more.

For those who want to disable elements of ACE, check init-mods.sqf and comment out or delete the relevant lines e.g. remove everything in the ACE Wounds section to disable it completely - make sure the ACE Wounds module is not place in the editor as well. For info on what these all mean, check the ACE Features on their site (Wounds is on Page 5 at the end): http://wiki.ace-mod.net/Features.

I'm sure it would be possible to add a mission parameter to do this, but it's a whole lot of scripting for what is actually a very easy tweak to make in the init file.

Thanks a lot Friznit that is so good, i dont use any helos or anything like that just want a rev time and that is great to make squads sstick together thx a lot.

Share this post


Link to post
Share on other sites

@Sakowski: Yeah, we had a smiliar issue with our MSO, seems like MSO self interact menu sometimes and somehow screws up ACE one and some options form it disappear and/or duplicate. Few guys got killed because of that being unable to heal themselfs or someone else wounded. What I recommend to do is to disable some modules which are using MSO SI menu, like CAS, CASEVAC, SITREP, etc. It seems to help most of the time, but i does not eliminate the issue completly.

Worst thing about it - I can't reproduce it, neither server rpt or client rpt's show any errors and it happens only from time to time. Only thing I know is that this is related to MSO self interact menu.

Share this post


Link to post
Share on other sites
Okay so I got respawning fixed however I got the ACE Lingor island, bandages, morphines and so on but why is there no interaction for "Treat Wounds"?

First and most likely cause is your ACE userconfigs. Check that you've physically updated your ACE userconfigs (copy them manually from /ACE/Store to be sure) and rerun ACEClippi - there was a issue that wasn't all that well advertised when the configs were updated recently. This is particularly true if you run ASR_AI as well.

If it's genuinely something up with MSO, we'll need to investigate further - though it does work fine my end so could be tricky to diagnose. You could try disabling PO2 and see if that makes the issue go away. If so, please let us know so we can have a dig around.

Share this post


Link to post
Share on other sites
First and most likely cause is your ACE userconfigs. Check that you've physically updated your ACE userconfigs (copy them manually from /ACE/Store to be sure) and rerun ACEClippi - there was a issue that wasn't all that well advertised when the configs were updated recently. This is particularly true if you run ASR_AI as well.

If it's genuinely something up with MSO, we'll need to investigate further - though it does work fine my end so could be tricky to diagnose. You could try disabling PO2 and see if that makes the issue go away. If so, please let us know so we can have a dig around.

Well I am not a pro I do not know where I can disable them stuff, whats PO2? do I disable the CAS and so one, and no ACE settings and Clippi work fine as I tested in the same time in another server.

And could anyone explain this PersDB something in the parameters?

Edited by Sakowski

Share this post


Link to post
Share on other sites

We just set up a 24/7 dedi for the mission. Hop on our TS and server to join the fun!

Teamspeak: bfx.ts.nfoservers.com

Server Name: 173rd Airborne Brigade[Recruiting]

Share this post


Link to post
Share on other sites

If you're not confident with setting up SQL servers, stay away from the PersistentDB stuff for now - it's a little complicated. Leave it off for now. But it's an experimental (working) persistent Database that basically allows you to save a multiplayer MSO game.

You can completely disable any MSO module in the modules.hpp files - just comment them out. In this case, to disable PO2, just comment out (by putting // at the start of the line) #define ROY_PATROLOPS in \MSO\enemy folder. Alternatively, wait until one of us has tested it and confirmed whether it's an issue :P

Share this post


Link to post
Share on other sites
If you're not confident with setting up SQL servers, stay away from the PersistentDB stuff for now - it's a little complicated. Leave it off for now. But it's an experimental (working) persistent Database that basically allows you to save a multiplayer MSO game.

You can completely disable any MSO module in the modules.hpp files - just comment them out. In this case, to disable PO2, just comment out (by putting // at the start of the line) #define ROY_PATROLOPS in \MSO\enemy folder. Alternatively, wait until one of us has tested it and confirmed whether it's an issue :P

Aite will play around.

Just another question whats R3M Revive?

EDIT: I managed to get "injured" ace working by disabling //#define RMM_CAS

//#define RMM_CASEVAC because when ever u got shot u were killed instantly now you are unconscious or simply "laying down with blacked out screen" or bleeding out and waiting for someone to patch u up, attempting to see if it works without PO2 will edit it again with news.

EDIT 2: Just tried without PO2, no luck still no interaction "Treat Wounds" however you do get the "wound" system, before when I have thrown a nade near me the particles didnt hit me BUT now the particles hit me and I got injured

EDIT 3: Have you guys checked up on the "Heal" thingy when u scroll your mouse down? I played as a medic and got my self injured for testing and then I had a option "Heal Medic" ACE injuries work with it I have even seen AI's using it as well ,maybe this is the problem? I say that system is making ACE healing bugged, 85% :P

Edited by Sakowski

Share this post


Link to post
Share on other sites

R3F Revive is just another revive script. It's built for vanilla, so you may get odd results with ACE, such as all your ACE interactions not working after you revive, because ACE still thinks you're dead. If you're using ACE and want a revive script, I strongly advise to disable any other revive scripts and just use the ACE Poor Man's Revive (prevtime counter). In MSO terms, that means leaving both R3F and RMM revive off. Same goes for RMM_Tires, since that's covered by ACE too.

In theory, nothing else should interfere but there are a lot of scripts running if you've got MSO and ACE plus other mods too, so there could be any number of possible conflicts. I did fix a lot of issues by ensuring the ACE userconfigs were up to date though.

Share this post


Link to post
Share on other sites
R3F Revive is just another revive script. It's built for vanilla, so you may get odd results with ACE, such as all your ACE interactions not working after you revive, because ACE still thinks you're dead. If you're using ACE and want a revive script, I strongly advise to disable any other revive scripts and just use the ACE Poor Man's Revive (prevtime counter). In MSO terms, that means leaving both R3F and RMM revive off. Same goes for RMM_Tires, since that's covered by ACE too.

In theory, nothing else should interfere but there are a lot of scripts running if you've got MSO and ACE plus other mods too, so there could be any number of possible conflicts. I did fix a lot of issues by ensuring the ACE userconfigs were up to date though.

By RMM_Tries do you mean #define RMM_TYRES?

EDIT: Disabled every revive script and still gives me the option "Heal Medic" (Heal ClassName) are you sure u guys dont have any script for that? You can heal AI's with it as well...

Edited by Sakowski

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×