laggy 0 Posted July 8, 2010 ULB module The otherwise so awesome ULB module is seriously bugged: Often after usage, when switching back to normal pilot view (not ULB camera), the player gets stuck in black and white graphics and switching back to the ULB camera is impossible. When trying to switch back to ULB camera, you just get a millisecond of switch and then you are thrown back into the pilots black and white vision, which stays through out the whole mission. When opening the map and clicking it (to order group members to move etc.) you are still in ULB mode and the ULB gets waypoints whenever you click the map, making it fly all over the place and ruining stuff. This makes the ULB very unreliable in missions and basically useless. It stops working and the already frustrated player has to continue to play in black and white. I can see from other posts that the ULB module doesn't work on a dedicated server either. This module HAS to be MP compatible. Please fix this module, it is such an awesome addition to the game, but as it is now it can't be used in missions. Simple Support Module When using the module, players not being server don't send any radio messages and no answers are given either, no one hears them, not even the host. It is therefore impossible to know if you have called anything in. Players can also use the modules (if multiple groups are synced with their own module) simultaneously, which kills immersion. Laggy Share this post Link to post Share on other sites
SkyDice 10 Posted July 8, 2010 (edited) Having a few problems with modules tonight too (Op Arrow): Same with simple support module, no radio conf for co-op players but still calls in the support, only the host gets the radio confirmation. It also overrides the Sec Ops Module's communication option, so you can have support but can't accept the Sec Op missions. Secondly, Sec Op Missions given by the module only appear on the map/notes section for the host, although all co-op players hear the radio messages. Using the Sec Op support quick start from the bis wiki, airstrikes only half work, often leaving A-10's circling aimlessly over the target, artillery sometimes works, aerial recon, supply drops and support never occur at all (despite showing as 'active' in the communication menu). Naming the trigger 'Broken Arrow' returns an invalid variable name error. Bis Wiki Sec Ops 'Quick Start Code': A quick-start could be as such: Add Sec-Op Manager Create a Radio Alpha trigger, name it BrokenArrow, whilst putting Broken Arrow in the text box. In the "on act" field put: [["transport", "aerial_reconnaissance", "supply_drop", "tactical_airstrike", "artillery_barrage"], player] call BIS_SOM_addSupportRequestFunc; This allow you to call support from Broken Arrow by simply pushing the 0 radio option. Thirdly, larger towns created by the town generator module (this setvariable ["townsize",600];this setvariable ["housecount",150]; in init line) lag like hell in multiplayer (down to 3-7 fps!), but work fine in SP. Are these modules designed to work in co-op (editor) missions? The ambient civilians and ambient combat ones do, I think? Any ideas as to why the modules behave oddly in multiplayer? Edited July 8, 2010 by SkyDice Share this post Link to post Share on other sites
SkyDice 10 Posted July 8, 2010 (edited) Having a few problems with modules tonight too (Op Arrow):Same with simple support module, no radio conf for co-op players but still calls in the support, only the host gets the radio confirmation. It also overrides the Sec Ops Module's communication option, so you can have support but can't accept the Sec Op missions. Tested this a bit and narrowed it down some. The Sec Ops Manager always uses '2' in the Communication menu to accept/discard the generated missions. The Simple Support module allocates '2' to 'Supply Drop' ('1' being 'Cancel Supports') and overwrites the Sec Ops Manager, regardless of the order of placement. When both are placed together, the '2- Supply Drop' option vanishes from the support menu, only appearing once a mission has been offered (as the game seems to allocate the Sec Ops Comms option to '2' when the map is loaded, hiding it until needed). As the mission is generated, the Sec Ops Module allows '2' to be used, only for it to be overwritten by the SSM, which displays 'Supply Drop' on '2' instead of the Sec Op option - which makes it impossible to accept the mission. Naming each module makes no difference either. Can anyone replicate? This makes these two excellent modules impossible to use together! EDIT: Have just tested the Sec Ops quickstart code in ARMA2 and it works fine. Maybe something's changed in the OA Sec Ops Manager? Edited July 8, 2010 by SkyDice Share this post Link to post Share on other sites
EDcase 87 Posted July 8, 2010 ULB module...after usage, when switching back to normal pilot view (not ULB camera), the player gets stuck in black and white graphics I had that when using the UAV and it crashed leaving me in negative viewing mode. No way to reset the view (including 'flush') so had to restart the mission. Share this post Link to post Share on other sites
laggy 0 Posted August 14, 2010 Happened to me tonight with the UAV too. Does anyone know how to make the SSM module work for a client in MP? Hope they fix it soon... Any ideas as to why the modules behave oddly in multiplayer? Because the people who programmed them never really checked or cared about their MP compatibility... Share this post Link to post Share on other sites
laggy 0 Posted August 22, 2010 A reason/solution to one of the problems with the UAV/ULB can be found here. Never use "nil" to call scripts as in: nil = execVM "myscript.sqf" "nil" seems to interfere with the scripts of the UAV/ULB. Laggy Share this post Link to post Share on other sites