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highhead

Multi-Session Operations v4.5 released

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Thanks for the quick responses highhead and jiltedjock!

@Highhead :

I will try turning off AA in params as suggested. Watch this space for results! As for setting the independent to enemy I set them friendly to nobody to ensure they are very unfriendly!

Edit: Ok, I've been testing a bit with the params.

If i turn off AA completely - no friendly fire incidents anywhere on the map and the only east units are myself.

If I turn on CQB Populator - my airfield is usually populated with guerillas on mission start, some of them friendly, some of them enemy.

So now i have an MSO map filled with 100% enemy guerillas .... but ... the zones stay white. Normally they will go green as the guerillas fight the friendly ZU-23s. Now I only White sectors. Is this normal for MSO?

@jiltedjock :

Well this was my first course of action, I didn't realise about registering the factions with the hidden units until I read the excellent documentation (brown nose brown nose), so I was having difficulty getting an east side MSO working at first. I set them all to blufor and all was well (no friendly fire messages) apart from when I recruited an AI army in my base ... that AI army then destroyed me!!! :(

So i decided to do it properly, re registered the factions with just an independent and civ and use real east units.

Unfortunately as I said before this does limit the enemy factions available.

It's kinda cool in one way, because it's like the russians have been dropped into a civil war and some of the enemy are enemy and some are friendly but they all look the same .... very unconventional. But not good for making a solid testbed!

Edited by Jinef

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Jinef please keep us updated on your progress. I am currently in the process of a PMC syle MSO on Isla Duala. Been having some very odd and sometimes fantastic moments with the AI fighting each other aswell. It really is like being dropped into a civil war. Currently looking through posts and documentation to try and find an "optimal" way of creating the siuation i want.

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Well I seem to have a fairly stable first version so if anyone is interested there is a link below.

Link removed, newer version available

You need ACE / RHS Mod

Issues still requiring attention.

Close Air Support : Don't call for any because it'll be an angry western aircraft that will kill you.

Logistics Supply : There is similar problems with this, they'll give you the stuff, but might shoot you in the process or at least turn all your hard captured zones blue. It seems we have to work hard to make a zone red but the guerillas and blufor just walk in and it's theirs.

MGO Attach : Does it work for russian weapons?? Couldn't seem to get it to work at all.

CASEVAC : probably spawns a blufor helicopter

Apart from those, everything is dandy.

Edited by Jinef

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Thanks! MSO+AIM on Eskebistan is awesome! I think I figured out that somethings going wonky when I save the mission or change the mission name (if I push preview everything works but as soon as I save it messes up) Also I was wondering how do I add/change OPFOR factions? I see an OPFOR, Independant, and civilian marker near the base, are these the things I change to add the FFAA terrorists? (pretty much all I have to do now is figure out how to save properly and make it so FFAA terrorists spawn) Does anyone know how I could do this?

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MGO Attach : Does it work for russian weapons?? Couldn't seem to get it to work at all.

If you want to edit the weapons.yml in the support\modules\MGO folder, I have a few weapons done for a CDF version I've done. Here:

AK74M_SET:
 ACE_AK74M: Iron Sights
 ACE_AK74M_1P29: 1P29-1 (UPO-1)
 ACE_AK74M_1P78: 1P78-1
 ACE_AK74M_Kobra: Kobra (1S-03)
 ACE_AK74M_NSPU: NSPU-3 (1PN51)
 ACE_AK74M_PSO: PSO-1M2
 ACE_AK74M_TWS: Goshawk

AK74MFL_SET:
 ACE_AK74M_FL: Iron Sights
 ACE_AK74M_1P78_FL: 1P78-1
 ACE_AK74M_Kobra_FL: Kobra (1S-03)
 ACE_AK74M_NSPU_FL: NSPU-3 (1PN51)
 ACE_AK74M_PSO_FL: PSO-1M2
 ACE_AK74M_TWS_FL: Goshawk

AK74MFLF_SET:
 ACE_AK74M_FL_F: Iron Sights
 ACE_AK74M_1P78_FL_F: 1P78-1
 ACE_AK74M_Kobra_FL_F: Kobra (1S-03)
 ACE_AK74M_NSPU_FL_F: NSPU-3 (1PN51)
 ACE_AK74M_PSO_FL_F: PSO-1M2
 ACE_AK74M_TWS_FL_F: Goshawk

AK74MSD_SET:
 ACE_AK74M_SD: Iron Sights
 ACE_AK74M_SD_1P78: 1P78-1
 ACE_AK74M_SD_Kobra: Kobra (1S-03)
 ACE_AK74M_SD_NSPU: NSPU-3 (1PN51)
 ACE_AK74M_SD_PSO: PSO-1M2
 ACE_AK74M_SD_TWS: Goshawk

AK74MSDF_SET:
 ACE_AK74M_SD_F: Iron Sights
 ACE_AK74M_SD_1P78_F: 1P78-1
 ACE_AK74M_SD_Kobra_F: Kobra (1S-03)
 ACE_AK74M_SD_NSPU_F: NSPU-3 (1PN51)
 ACE_AK74M_SD_PSO_F: PSO-1M2
 ACE_AK74M_SD_TWS_F: Goshawk

GROZA762_SET:
 ACE_gr1: Iron Sights
 ACE_gr1sp: PSO-1M1
 ACE_gr1sd: SD
 ACE_gr1sdsp: SD PSO

GROZA9_SET:
 ACE_oc14: Iron Sights
 ACE_oc14sp: PSO-1M1
 ACE_oc14gl: GP-30
 ACE_oc14glsp: GP-30 PSO-1M1
 ACE_oc14sd: SD
 ACE_oc14sdsp: SD PSO

RPK74M_SET:
 ACE_RPK74M: Iron Sights
 ACE_RPK74M_1P29: 1P29-1 (UPO-1)

MAKAROV_SET:
 Makarov: Standard
 MakarovSD: Silencer

AK74_SET:
 AK-74: Iron Sights
 AK_74_GL: GP-25
 AK_74_GL_kobra: GP-25 Kobra

AKS74_SET:
 AKS_74: Iron Sights
 ACE_AKS74_GP25: GP-25
 AKS_74_kobra: Kobra (1S-03)
 AKS_74_NSPU: NSPU-1
 AKS_74_pso: PSO-1
 AKS_74_GOSHAWK: Goshawk

AKS74U_SET:
 AKS_74_U: Iron Sights
 ACE_AKS74_UN: SD
 AKS_74_UN_kobra: SD Kobra

ASVAL_SET:
 ACE_Val: Iron Sights
 ACE_Val_Kobra: Kobra
 ACE_Val_PSO: PSO

AKM_SET:
 ACE_AKM: Iron Sights
 ACE_AKM_GL: GP-25

AKMS_SET:
 ACE_AKMS: Iron Sights
 ACE_AKMS_SD: SD
 AKS_GOLD: Gold

AKS74P_SET:
 ACE_AKS74P: Iron Sights
 ACE_AKS74P_Kobra: Kobra
 ACE_AKS74P_PSO: PSO-1
 ACE_AKS74P_GL: GP-30
 ACE_AKS74P_GL_1P29: GP-30 1P29-1
 ACE_AKS74P_GL_Kobra: GP-30 Kobra
 ACE_AKS74P_GL_PSO: GP-30 PSO-1

Also the CDF version I'm running if anyone wants it... It does require ACE: https://dl.dropbox.com/u/14592975/arma2/CO51_MSO_ACEX_CDF_vs_TAK.takistan.pbo

FOB by Koalasalad, used from here: http://www.armaholic.com/page.php?id=13865

Edited by Fadi

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Thanks! MSO+AIM on Eskebistan is awesome! I think I figured out that somethings going wonky when I save the mission or change the mission name (if I push preview everything works but as soon as I save it messes up) Also I was wondering how do I add/change OPFOR factions? I see an OPFOR, Independant, and civilian marker near the base, are these the things I change to add the FFAA terrorists? (pretty much all I have to do now is figure out how to save properly and make it so FFAA terrorists spawn) Does anyone know how I could do this?

Bump

10Char

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Thanks! MSO+AIM on Eskebistan is awesome! I think I figured out that somethings going wonky when I save the mission or change the mission name (if I push preview everything works but as soon as I save it messes up) Also I was wondering how do I add/change OPFOR factions? I see an OPFOR, Independant, and civilian marker near the base, are these the things I change to add the FFAA terrorists? (pretty much all I have to do now is figure out how to save properly and make it so FFAA terrorists spawn) Does anyone know how I could do this?

https://dev-heaven.net/projects/mso/repository/revisions/f8de06237053f990b206c387d51c2d138b040a1f

https://dev-heaven.net/projects/mso/repository/revisions/2bd7c066c46ae524a37694136598f8ebdbb49284

Those should be a good reference point to what you would need to change to add a new faction. You will have to know the faction and group class names for the FFAA terrorist units.

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Is it actually hard to make a custom MSO? what I mean is like totally different factions that are playable? (addon factions)

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Thanks for your help everyone! I found the mso_factions fileand added the FFAA terrorists into the command lines, they appear on the parameters but when I activate them no enemies spawn. Do I have to place the FFAA file within the mission file?

It seems Im stuck at this point (got the rest figured out yay! Now to get this FFAA Terrorist faction to work, so far Ive added

};

class faction_ffaa_terrorista {

title = " Enable FFAA Terrorists";

values[]= {0,1};

texts[]= {"false","true"};

default = DEFAULT_ffaa_terrorista;

};

class faction_ffaa_terrorista_pickup {

title = " Enable FFAA Terrorists Pickups";

values[]= {0,1};

texts[]= {"false","true"};

default = DEFAULT_ffaa_terrorista_pickup;

};

also added/changed the enemy init with no luck :(, no when they

and it appears in the parameters, but it just spawns nothing

Edited by Opendome

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I read something about them needing to be in a Group which they do not appear to be under the F2 Group menus, does anyone know how I can make them a group?

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The groups are defined in the config.cpp / bin of the addon itself. If you are sure groups are required (it looks like they are) and you are willing to put in some effort you could make an additional config addon such as _Original Filename__Group_CFG.pbo. You would need to inherit from the original addon with CfgPatches and then make a CFG Groups entry. Configs are not hard to do they just take a bit of logic and time.

As for how the enemy are generated, you have added a parameter and a Default define but I think you would also need a section of script that refers to those. My scripting is pretty rubbish but in the RMM_EnemyPop main.sqf there is references to factions.

Of course the alternative is to use a replacement config and just fight insurgents that look like FFAR Terrorists ?

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lol thats pretty much what I want to do, damn that sounds really complicated. How would I go about the alternative of replacing the config and fighting inurgents that look like FFAA terrorists? (also is there a way I can get the FFAA terrorist vehicles pack in there too?)

Thanks a tonne for your help!!!!

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http://www.armaholic.com/list.php?c=arma2_files_addons_replacements&s=title&w=asc&d=0

Grab an example replacement pack / depbo it along with the original FFAR addon. Most likely you will just need to rename the pbo, swap the addon names in CFG patches and copy the model="" lines out of the FFAR .cpp.

Vehicles are more complicated vehicles. With infantry they all work in the same way, have 2 legs and are animated in the same fashion. So you can just swap models around for the most part. Vehicles require more attention, if it's just a texture swap and its the same vehicle thats fine, but if it's whole new vehicles then you need a better plan than a replacement.

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Oh damn, I dont know if I can do this seems really complicated :S . I tried getting the Red Army replacement pack and its pretty wonky, when I try and extract it with eliteness it creates an iso? It seems like every time I try and unpbo these files it comes with an iso config file that I cant do anything with.

---------- Post added at 18:41 ---------- Previous post was at 17:56 ----------

I think im just going to give up on this, Im way to frustrated (so mad right now) and this is way too complicated :(

Thanks for everyones help though, I really appreciate you trying

Edited by Opendome

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Rome wasn't built in a day :)

Also, does MSO end when all zones are captured by your side?

Edited by Jinef

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Yea thats true, maybe Ill give it another shot tomorrow. Im just pretty lost on how to do this :( Thanks again for all your help!!!

No I dont think so, Im pretty sure it kept going

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I've got an odd problem - when I pick up a PRC-119 my weight goes up about 130kg! We use ACE and ACRE as well as a Ranger uniform mod. So what I do is pick up a radio after the mission has initialized and then get a Patrol Ops to run - then I have to drop my radio or I'm overweight! Later if I pick up a radio again (or anyone else on the mission) and we try to call for CASEVAC or Patrol Ops (or anything else for that matter) we get the 'you need a radio' message. Is there some way we can dump the requirement for a radio? Or maybe use vehicle radios? This is really frustrating.

Even if we could just use something like PRC 148V or PRC 152's I'd be happy with that - its the weight issue that makes it so you can't carry round a radio and I have no idea why this only happens on MSO missions - we use the 119 a lot of the time in our regular missions without a hitch.

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Would it be possible to add an end condition that says if all zones are under your control it will end the mission?

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I've run into the heavy rucksack radio issue before, seems to be a bug with ACRE. Are you on the latest version?

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I've run into the heavy rucksack radio issue before, seems to be a bug with ACRE. Are you on the latest version?

Yes and the latest Jayarma2lib and Arma beta.

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Never had that on any MSO I've run. I do occasionally get a duplicate radio on back - that's a 'feature' from a combination of ACRE UIDs and the ACE kit respawn scripts. To double check, put your radio 'on back' and then return it to your secondary weapon slot - if you get a dup, just ditch it. To be sure, try running without any additional mods and see if you can duplicate the issue.

This version of MSO isn't really designed with an 'end' in mind, but if you successfully clear all towns and positions you can reward yourself with a cookie!

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Is the IED stuff bugged? It seems if you approach the IED guy who is waiting nearby to explode it, he will become stuck in some sort of animation loop trying to take out their gun. :/

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