friznit2 350 Posted February 18, 2013 (edited) Holmes, change the 4 to something lower. That should work for you. BIS_alice_mainscope setVariable ["civilianCount","round (2 * (sqrt %1))"]; Otsit: It looks like PDB is trying to load player data that no longer exists. Did you start a fresh DB? If not, drop the schema and import a new one, that should fix it. Edited February 18, 2013 by friznit2 Share this post Link to post Share on other sites
zaksle75 1 Posted February 19, 2013 How can I open the mission so I can delete all the bunkers and useless stuff in base? Also how may I add the RG-31 to Logistics Demand? Share this post Link to post Share on other sites
friznit2 350 Posted February 19, 2013 Use eliteness to depbo and load in the mission editor, same as any other mission. If you're not sure how, there are lots of tutorials about mission editing on this forum or you could try Google. You can edit the logistics demand arrays in support\modules\TUP_Logistics\logistics.hpp Share this post Link to post Share on other sites
BL1P 35 Posted February 19, 2013 Do you guys have a working HeadlessClient version ? we can test or play ? Share this post Link to post Share on other sites
vengeance1 50 Posted February 19, 2013 Has anyone merged the New PO2 2.05 into MSO yet? Share this post Link to post Share on other sites
zaksle75 1 Posted February 20, 2013 Use eliteness to depbo and load in the mission editor, same as any other mission. If you're not sure how, there are lots of tutorials about mission editing on this forum or you could try Google.You can edit the logistics demand arrays in support\modules\TUP_Logistics\logistics.hpp What do I edit in it? What do I put.. Share this post Link to post Share on other sites
opendome 91 Posted February 20, 2013 Hello everyone! I was wondering if I could get some help with some MSOs Im trying to make. One Isla Duala im trying to spawn only African Civilians (without the russians/europeans that always spawn) and I added the CIV_AFR to the ALICE parameters with no effect. Also for some reason the Dualan Rebels seem to attack/kill eachother. I also noticed on other MSOs that guerillas will turn town blue sometimes. THanks so much for your help! If I could figure out how to spawn town factions and fix the guerrillas killing each other, Id be soo happy!!!!! ---------- Post added at 18:55 ---------- Previous post was at 18:46 ---------- lol the rebels killing eachother on spawn is getting really annoying Share this post Link to post Share on other sites
gunny1979 3 Posted February 20, 2013 Otsit, Could you please supply the server.rpt. Gunny Share this post Link to post Share on other sites
highhead 20 Posted February 20, 2013 Hello everyone! I was wondering if I could get some help with some MSOs Im trying to make.One Isla Duala im trying to spawn only African Civilians (without the russians/europeans that always spawn) and I added the CIV_AFR to the ALICE parameters with no effect. Also for some reason the Dualan Rebels seem to attack/kill eachother. I also noticed on other MSOs that guerillas will turn town blue sometimes. THanks so much for your help! If I could figure out how to spawn town factions and fix the guerrillas killing each other, Id be soo happy!!!!! ---------- Post added at 18:55 ---------- Previous post was at 18:46 ---------- lol the rebels killing eachother on spawn is getting really annoying Hi, In ambience/modules/crb_civilians/crB_AmbCivSetup.sqf look for case isladuala and add BIS_alice_mainscope setVariable ["townsFaction",["CIV_AFR"]]; Make sure you have the correct units-addons loaded. Also in mission.sqm (editor) dont forget to change the "center units" (directly beside the modules) to the correct factions for Afrenian CIVs and enemies AND turn Independent friendly to OPFOR to avoid the issues you have got. Keep in mind, that all the enemy custom factions you use need to have default group-configs (introduced by BIS) for "Infantry", "Motorized", "Mechanized", "Armored" defined. Independend factions like Guerillas turn townmarkers green (and not blue)! Gimme feedback if that worked! Thx HH Share this post Link to post Share on other sites
SavageCDN 231 Posted February 20, 2013 (edited) Takistan they just run all over the place ignoring orders, gonna do what Savage said to see if it works.ACE wounds is enabled it says but everything always rather dies than being severely injured. Be aware that mods like ASR_AI can lead to 'unintended' AI behaviour as squads will communicate and work together more than in vanilla Arma. If you are experiencing strange AI behaviour I would try it without AI mods to see if that helps. ACE wounds is on and there is the ACE healing and all that but if theres a guy bleeding it says he appears to be fine and so you dont get the full options.My character and friends never have passed out from running too much nor pass out from anything, there is no severely injured in this mission just pure death. re: ACE Wounding you need to do more than just plop down the ACE Wounding module for revive ACE wiki: http://wiki.ace-mod.net/Wounding_System+notes or use this script: http://www.armaholic.com/page.php?id=12937 http://dev.volcbat.com/player_example.png (477 kB) ...to see what is coming ahead... Horray!! Is this for Next Gen version of MSO? One of our guys is working on a simpler version of this should I tell him to stop and wait? :p Shameless Plug: I see a bunch of requests re: Reshmaan and RG-31s. Feel free to drop by our server anytime which is running Reshmaan with RG-13s, MH47E Chinook, YUP Blackhawks, Rangers units, @SNR (Paladin) Servername: VETERANS-GAMING COOP | MSO Community Event Teamspeak: ts3.veterans-gaming.com (you'll need to join to get the server password) For mods use SU and import this URL: sixupdater://debian.veterans-gaming.com/~six/six_repo/2322.yml Edited February 20, 2013 by SavageCDN Share this post Link to post Share on other sites
stk2008 14 Posted February 20, 2013 Hi silly question do we run this like a mod @MSO for example and then the missions we want just place in MPmissions folder? Thanks Share this post Link to post Share on other sites
SavageCDN 231 Posted February 20, 2013 Hi silly question do we run this like a mod @MSO for example and then the missions we want just place in MPmissions folder?Thanks No MSO is a mission .pbo file you just need to drop it into your MPMissions folder (make sure you are using a non-ACE version of MSO if you are not running any mods) Share this post Link to post Share on other sites
opendome 91 Posted February 20, 2013 (edited) Thanks for your help guys! Unfortunately it doesnt seem to work :(, I put BIS_alice_mainscope setVariable ["townsFaction",["CIV_AFR"]]; in the civ setup under isladuala but its still spawning mostly russians/EU civilians (although it does spawn the occasional African civilian too). I also changed the center units to the proper factions and put "Resistance setFriend [EAST, 1]; East setFriend [RESISTANCE,1];"( also tried adding East setFriend [WEST,0]) in their init as well just to make sure they dont shoot eachother but it didnt seem to work either. They still shoot eachother (either eachother or any OPFOR that spawns) immediately and you can hear them shooting eachother as you approach the towns. Also it appears as if the rebels dont engage BLUFOR anymore either I also tried grouping the OPFOR in the editor along with the codes but that didnt work either :( Its really weird that the Dualans either shoot eachother, or shoot the only other enabled faction (molation). I thought it might be a general AI bug but the Molatioan Army units work perfectly Oh and with the Green.Blue town colours, when I turn on Takistani Guerrillas or regular Guerrillas they seem to turn the towns blue and give BLUFOR negative scores for killing them, but they act just like OPFOR Edited February 20, 2013 by Opendome Share this post Link to post Share on other sites
gunny1979 3 Posted February 20, 2013 Hi Savage, Maybe out before NG, depends if I can get it finished ready for the 4.6 launch Believe it or not its changed considerably since those images lol, I keep changing my mind :cool: Here how its looking now, including an extra teaser image! http://dev.volcbat.com/map_teaser.png (1103 kB) http://dev.volcbat.com/mission_example.png (677 kB) http://dev.volcbat.com/vehicles_example.png (777 kB) You can get your guy to contact me if you wish. Share this post Link to post Share on other sites
zaksle75 1 Posted February 21, 2013 I've finally opened the mission and have only deleted the bunkers and barriers and those objects right outside the US base, and have added a few modules. I goto play the mission and there's no logistic demands or any MSO features there before. What's up with that? Share this post Link to post Share on other sites
stk2008 14 Posted February 21, 2013 Thanks I got confused with the folder I assume thats just the core files if ya wanted to mess with MSO other wise use the mission pbo`s. Thanks Share this post Link to post Share on other sites
SavageCDN 231 Posted February 21, 2013 Here how its looking now, including an extra teaser image! http://dev.volcbat.com/map_teaser.png (1103 kB) http://dev.volcbat.com/mission_example.png (677 kB) http://dev.volcbat.com/vehicles_example.png (777 kB) Don't mind me I'm just drooling all over the place.... Share this post Link to post Share on other sites
highhead 20 Posted February 22, 2013 Zaksle, logistics runs on dedicated server, changed in upcoming version to work also for the Host and in SP! Opendome, i will pass you a working Duala... Just need to find the time to make it. Enjoy HH Share this post Link to post Share on other sites
grillob3 11 Posted February 22, 2013 ACE wounds is on and there is the ACE healing and all that but if theres a guy bleeding it says he appears to be fine and so you dont get the full options.My character and friends never have passed out from running too much nor pass out from anything, there is no severely injured in this mission just pure death. I had that problem and just fixed it commenting (adding //) these lines on the init-mods.sqf //ace_sys_wounds_enabled = true; //Ace_sys_wounds_no_medical_gear = false; //ACE adds medical items //ace_sys_wounds_noai = true; //disable wounds for AI for performance ACE_IFAK_Capacity = 6; //medical gear slots ace_sys_wounds_leftdam = 0; //damage left when healed in the field (def 0.07) ace_sys_wounds_all_medics = true; //everyone is a medic //ace_sys_wounds_ai_movement_bloodloss = true; //ace_sys_wounds_player_movement_bloodloss = true; ace_sys_wounds_auto_assist = true; //non-medic AI help unconscious units in own group //ace_sys_wounds_auto_assist_any = false; //non-medic AI help unconscious units in other group //ace_sys_wounds_no_medical_vehicles = false; //medical vehicles can be used for full heal Share this post Link to post Share on other sites
JaFuzz 1 Posted February 22, 2013 Been playing the MSO on clafghan now for a few weeks with database all set up thanks to gunny. Thanks mate! Such a great gamemode and we run operations on it daily! We do however have issues with markers and aar's saving but no biggie Share this post Link to post Share on other sites
jetherjr 12 Posted February 23, 2013 I can not request a helicopter by logistc Demand. Displays message (... Delivery armed ass there is no helipad whitin 500 m of delivery location) I am using the mission map clafghan. Anyone know tells me what can be wrong? grateful Share this post Link to post Share on other sites
highhead 20 Posted February 23, 2013 That means there is no helipad within 500 mtres. Call it at base when there is a free helipad! Share this post Link to post Share on other sites
chomiq 10 Posted February 23, 2013 I have a question regarding the GBL_AIM module usage in MSO. Do you plan to introduce the gbl_descentRateDrink and gbl_descentRateFood into the parameter setup? I'm asking because I like the functionality that comes with AIM but having to eat a ration and fill your camelback every 30min is major pain. Share this post Link to post Share on other sites
highhead 20 Posted February 23, 2013 Yeah mate,the param-variable is already in latest DEV branch, hopefully BIS releases 1.63 patch soon so we can put out 4.6 ASAP! In the meanwhile simply place the variable in init-mods.sqf or feel free to grab latest RC from GIT DEV branch (anonymous access). HH BTW: thank you for the nice feedback JaFuzz, glad you enjoy MSO Share this post Link to post Share on other sites
chomiq 10 Posted February 23, 2013 Thx for the tip, I've managed to dl this through GIT. Share this post Link to post Share on other sites