wolffy.au 9 Posted October 14, 2012 MSO Developer WIP Update: Strategic Location Discovery (part 3) Share this post Link to post Share on other sites
giorgygr 61 Posted October 17, 2012 I m sure most people agree that this -MSO- project precedes any starting expectations. You are doing excellent work guys-keep it up ;) Share this post Link to post Share on other sites
wolffy.au 9 Posted October 17, 2012 Thanks Giorgy. This is all thanks to The Team - Tupolov, Highhead, JMan and all our contributors and testers at VCB, VRC, MilGo and many more community members, to achieve this level of quality. (Sorry if I forgot you, I'm on my phone) Share this post Link to post Share on other sites
highhead 20 Posted October 18, 2012 (edited) wraith! i wasnt really aware of the issue you told us... (sounds strange i know) :) AND I wasnt aware you used our default missions, and YEAH thx for the bug-report, you were completely right! we will fix any issues (i guess even before the weekend) :) Edited October 18, 2012 by highhead Share this post Link to post Share on other sites
wraith676 5 Posted October 19, 2012 Thanks for getting back to me HH, glad i could be of some use ironing out some of the bugs for MSO. I have stopped running the Takistan mso due to a few issues that have prevented me, stability wise, keeping the server running smoothly. I switched to the Cherno RC3 candidate and i am finding that it is much better on system resources and over-all stability and have been running a ded server with an uptime of 5 days now. With taki i would have weird crashes every 12-24 hours. I am keeping an eye on the log files too see if there is any other strange anomalies that may or may not be bugs and if i find any i will let you guys know. :) Share this post Link to post Share on other sites
wolffy.au 9 Posted October 21, 2012 You guys seens this? MSO Online Dynamic Map - Posted by Gunny, 14 October 2012 MSO writes the locations of Players, Vehicles, Map Markers etc to the PersistentDB. With a little bit of coding surely this can be displayed on an dynamic, interactive map on the web, just like google maps. Share this post Link to post Share on other sites
vengeance1 50 Posted October 26, 2012 Using Non-ACE version has anyone seen an issue with getting killed while in a vehicle and not re-spawning just flopping around dead inside? I notice ACE version does not seem to do this? Thanks Share this post Link to post Share on other sites
giorgygr 61 Posted October 26, 2012 (edited) Using Non-ACE version has anyone seen an issue with getting killed while in a vehicle and not re-spawning just flopping around dead inside? I notice ACE version does not seem to do this? Thanks AFAIK i m dying normally inside a vehicle using ACE :D *edited 27/10* Sorry @vengeance1 my mistake @Wolffy ..i really hope you guyz are preparing any new RC?? Edited October 27, 2012 by GiorgyGR Share this post Link to post Share on other sites
vengeance1 50 Posted October 27, 2012 (edited) Thanks but as I said ACE works fine, its Non-ACE that has the issue and I might add you are dead but Vehicle is not destroyed, I am going to change it t o R3F Revive and see if that fixes it. Edited October 27, 2012 by vengeance1 Share this post Link to post Share on other sites
virtualvikingx 19 Posted October 28, 2012 You guys seens this?MSO Online Dynamic Map - Posted by Gunny, 14 October 2012 VERY impressive! ---------- Post added at 01:13 PM ---------- Previous post was at 01:10 PM ---------- I'm getting taki guerilla/taki regulars on the ACE-cherno version. I have DE-selected every parameter with them; and gone with Russians + European ins instead. What am I doing wrong? Share this post Link to post Share on other sites
highhead 20 Posted October 28, 2012 Can you try rc2 chernarus please, to see if this solves the taki factions on chern! Thx HH Share this post Link to post Share on other sites
virtualvikingx 19 Posted October 28, 2012 Will try but we are running a ACE-server so it wont be tested extensively. ---------- Post added at 03:40 PM ---------- Previous post was at 03:30 PM ---------- Quick test of RC2 seems fine (same quick type as that performed on 4.4) shows no takis and all russians. Patrol Ops enabled. Will now test RC3. ---------- Post added at 03:53 PM ---------- Previous post was at 03:40 PM ---------- RC3 (ACE) shows the same proper behavior. Share this post Link to post Share on other sites
highhead 20 Posted October 28, 2012 Thx mate! Seems fine then! Share this post Link to post Share on other sites
braincrush 10 Posted October 28, 2012 Hi , i have a problem installing MSO on rented server , i've tested it all on my pc and works perfectly fine, now on the rented server, first barrier i've stumbled upon was the fact that i dont have an acess to C:\Users\%USERNAME%\AppData\Local\ is there a tutorial on how to install MSO on rented servers? or its not possible to install it without full access to the server machine ? ps. im using Vilayer.com as my gameserver provider Share this post Link to post Share on other sites
friznit2 350 Posted October 28, 2012 Without PDB, MSO is just a regular mission pbo. However, if you're trying to get a database going you will very likely need full admin rights to the box - try asking your server provider if you can have an admin account. Share this post Link to post Share on other sites
dakorath 13 Posted October 29, 2012 Hi guys - once again, great mission. Lots of fun, and I can't wait to see what's to come! A quick question though: I read awhile back that interpreters are able to question civilians for intel... is this still the case? I have not been able to find any English-speaking civvies while playing so far. Also, the Engineer class is able to disable IEDs with the minesweeper, correct? This is without using the EOD mod. Share this post Link to post Share on other sites
friznit2 350 Posted October 29, 2012 (edited) The interpreters bit was an early attempt to integrate the Civilian Interaction Module, which proved to be premature as it wasn't reliable enough. It has since been removed and is not a feature included in the current version of MSO. The only IED interaction available is via ACE or the EOD mod. Tup_IED will only add a certain number of IEDs around (more if there are insurgents in the area) and a proportion of them may be duds, but they cannot be disarmed to my knowledge. I think the minesweeper is an ACE mod, so not entirely sure what effect that has on them - presumably it'll beep when in proximity to an ACE IED only, and not a Tup_IED (the latter being a basically a regular bomb on a trigger, which you could probably 'disarm' with a well-place 7.62mm round!) Edit: actually, I'm wrong. Just rechecked the Tup-IED script - if is class Engineer or is a carrying an ACE Minesweeper or EOD MOD THORIII, you will detect any IEDs you go near and have an option to disarm them. Edited October 29, 2012 by friznit2 Share this post Link to post Share on other sites
Axek/Axyl 2 Posted October 30, 2012 Hey Guys, Just a few queries after mucking around a bit with MSO... For the CQB Module, how does it populate towns? Only on startup or every time you get near a town? i.e. Once a town has been cleared, could CQB populate it again next time someone gets near it? For the Enemy Population Module, what does it do specifically? Spawn a few bases and check points around the map? Anything else? Organise patrols etc? Again, does it only work out what to put where on startup or randomly make new actions during the life of the mission? Thanks for putting in the effort, it's a worthy goal! Axek. Share this post Link to post Share on other sites
braincrush 10 Posted November 1, 2012 Ok so i am still trying to run mso on rented gameserver ,unfortunately because i dont have an acfess to appdata folder i cant use pdb ,now the questions are : how was player state saved before pdb implementation in 4.4 and is the functionality preserved in latest versions ? And could someone direct me to page or dcument that explains what exactly NOMAD is and how it works ? Thanks Share this post Link to post Share on other sites
friznit2 350 Posted November 1, 2012 Axek - assuming your CQB mission params are set to 10%/OFF/OFF, you will be able to properly clear areas and the CQB en will not come back. Both DEP and CQB create locations generically the first time the map is run and these are saved to the database - xx% means xx% of the total spawn locations identified on the map. 10% is normally more than sufficient for a regular op. When a player gets within proximity of a CQB location, it will spawn AI at each location and despawn again either when the player moves away or the group is killed. DEP identifies locations outside towns the same way when the mission is first run, and creates static camps at each location at mission start. The AI patrols are spawned on player proximity as before. Neither module will create new locations after the first mission start. Braincrush - Nomad should still be in the mission files I believe. All it does is save the player state to an array when you log off, but the mission must continue to run on the server (Persistent=1) Share this post Link to post Share on other sites
braincrush 10 Posted November 1, 2012 Oh ok but is it possible to for example export it to sqllite files with proper script, just to preserve the data after server reboot? Share this post Link to post Share on other sites
iOGC_Aenigma 1 Posted November 1, 2012 @Braincrush Im not sure how Nomad stores the data. Im not all that up on the scripting stuff but I can read through some and get the jist of what is going on. Im guessing Nomad stores the player data to memort while the mission is playing like Arma does kills/deaths. Some one correct me if I am wrong. Your best bet would be to find a way to host a SQL database separate to your game server. Maybe try this: http://www.freemysql.net/ I have not gone through the sign up or anything to see if there are any restrictions but it may be suitable. If not maybe someone else could host you a db for your MSO server. Without talking to the other Admins within my community im not sure if I can offer that service but PM me your contact details anyway and I will see what I can do. I have also been wondering how hard it would be for me to implement the Advanced Interaction Modules into MSO. I am not the greatest scripter but have had some little victories in mission editing, managing to port some of the MSO modules to other missions and add in other scripts to MSO...as I said nothing major :) On the note of implementing Advanced Interaction Modules is it possible then to include the GBL items addon into the mission that the AIM module needs? Share this post Link to post Share on other sites
braincrush 10 Posted November 2, 2012 thanks , what sort of contact details you need , ts xfire steam any of others? As for the MSO i have not idea why it is all written in the way that it makes it impossible to install on rented game servers , of course its possible to host it at home but mso is fairly "fat" mission and im pretty sure not many of arma 2 players can host over 20 players if that, rented game servers are cheap and fast, first mistake was made by PDB team by moving databases.txt from Arma2 root to appdata :( the other problem i have are routines , i cant import them from mos's sql file because of the permissions, but i could work around it by finding sql host with some more privileges... Share this post Link to post Share on other sites
khaki 10 Posted November 2, 2012 Has anybody ported the PO2 module from MSO to other missions? I've tried..alas failed Share this post Link to post Share on other sites
iOGC_Aenigma 1 Posted November 2, 2012 Ahh Braincrush I totally forgot about the location of the databases.txt file. Khaki by the PO2 module do you mean Patrol Ops? There is a dedicated Patrol Ops mission available for a variety of islands on Dev Heaven. Share this post Link to post Share on other sites