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Everything posted by wolffy.au
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Multi-Session Operations v3.3 is released!
wolffy.au replied to wolffy.au's topic in ARMA 2 & OA - USER MISSIONS
I was having a chat with Nou and Jaynus yesterday about the overall design of the MSO, and they have suggested a new method that may improve server performance overall. This WON'T be part of v3.4 but I'll definitely look at re-writing it for v3.5. In the meantime, out of curiosity, try disabling as many of the modules as possible and confirm if the issue exists. If it does, then its definitely a performance issue created by MSO code. -
Cached Units with Vehicle Support - v2.0
wolffy.au replied to wolffy.au's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The script was originally designed for dedicated server, so I didn't add a debug parameter (cause hints don't show up in dedi). To disable the hints, you need to search the SQF file for the word 'hint' and comment it out using '//' at the beginning of the line. -
Multi-Session Operations v3.3 is released!
wolffy.au replied to wolffy.au's topic in ARMA 2 & OA - USER MISSIONS
I've been asking for some help on the Skype MSO channel, cause there is way too much to do for one guy. Anyone interested in helping, I'm always happy for volunteers. Jump on Skype and contact me on wolffy.au, and you can get real-time support from me on Skype Instant Messaging. -
Multi-Session Operations v3.3 is released!
wolffy.au replied to wolffy.au's topic in ARMA 2 & OA - USER MISSIONS
I've been working closely with Shezan to get Fallujah fixed. There is a patch posted a little earlier in this thread to get ALICE2 to work with Fallujah buildings. http://forums.bistudio.com/showthread.php?p=1866134#post1866134 -
Multi-Session Operations v3.3 is released!
wolffy.au replied to wolffy.au's topic in ARMA 2 & OA - USER MISSIONS
Out of curiosity, can I ask what the advantage is of using Shuko's Populate over ALICE2? With Reezo's IED script, did you have to do anything special to implement it? I was planning on making it a module. ACE 1.9 or Vanilla? This question is a little too hard to answer simply. Enemy Populater, which is what puts all the camps around the place was never really meant for anything other than just doing that. I know Rommel wrote a TaskPatrol script that would search nearby buildings, but I've never used it - and I just don't have the time to investigate using JTD building search. As for unguarded camps - not sure - if its intermittent and not reproducible, then it will be very hard for me to resolve. -
Multi-Session Operations v3.3 is released!
wolffy.au replied to wolffy.au's topic in ARMA 2 & OA - USER MISSIONS
I won't be making any, but Fogu has one on page 16 of this thread. I'd hope he'd do a conversion pretty quick! :) -
BIS Module Improvement Project
wolffy.au replied to wolffy.au's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
To solve your two problems/requests, I suggest looking at: http://community.bistudio.com/wiki/Ambient_Civilian_Vehicles There is a file in the demo called init-silvie.sqf which you can edit. Take a look at it to understand how to implement these parameters. The two parameters you are after are: vehicleInit = <code>; - custom init which is executed on every car. Vehicle can be accessed using _this variable. Init is executed as separate script, so sleep or waituntil commands can be used without limitations. Example: BIS_silvie_mainscope setvariable ["vehicleInit",{_this lock true}]; and vehicleCount = <string>; - formula on which basis system calculates number of vehicles for location. %1 is number of buildings (blacklisted objects are excluded) in 500 metres from location. Example: BIS_silvie_mainscope setvariable ["vehicleCount","round (%1 / 10)"]; Default value (and recommended): "round ((sqrt %1) * 1.5)" FYI - zGuba has asked to add some of his changes in this ticket, http://dev-heaven.net/issues/18339 -
Multi-Session Operations v3.3 is released!
wolffy.au replied to wolffy.au's topic in ARMA 2 & OA - USER MISSIONS
Just an update from 6 March - most modules are ready for release, with the exception of Terrorist Cells working nicely with AI Caching. I'm working on that now, so fingers crossed it's not far away. -
BIS Module Improvement Project
wolffy.au replied to wolffy.au's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
At the moment, its set to 3 cars. I could make that a variable - if this is what you guys are referring too, then log a Feature Request for me please. I can tell you now, all that happens is a massive traffic jam, with no cars moving - but hey, that might be what you guys are after! :) -
BIS Module Improvement Project
wolffy.au replied to wolffy.au's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well, quick update - 402 downloads so far, so really happy with that. Just a reminder to everyone, if you'd like to vote for features, or even request a few of your own, please do so at: http://dev-heaven.net/projects/mip/issues -
Multi-Session Operations v3.3 is released!
wolffy.au replied to wolffy.au's topic in ARMA 2 & OA - USER MISSIONS
So you did! :) Thats why I keep asking everyone to put everything on Dev Heaven, one place for me to look. As for your AI problem, I haven't seen that happening myself, hopefully someone else here has. Are you using Vanilla MSO? Do you run server side Zeus AI or the like? -
BIS Module Improvement Project
wolffy.au replied to wolffy.au's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How is this different from existing ambient traffic? Like this: http://dev-heaven.net/issues/18322 -
BIS Module Improvement Project
wolffy.au replied to wolffy.au's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes, this is the case. The max player distance before deletion is 1.2 * trafficDistance. Currently, the only way around it would be to ensure that all trafficDistance radii overlap between towns. Default trafficDistance is 500m, but I've modified Takistan to be 1000m. Worst case, I can make it an optional parameter, but the issue there is a vehicle will get stuck, which in turn will stop other vehicles and eventually all the traffic just stops working - I've seen it happen, hence why I added the feature. -
Multi-Session Operations v3.3 is released!
wolffy.au replied to wolffy.au's topic in ARMA 2 & OA - USER MISSIONS
http://dev-heaven.net/projects/mso/issues/new -
BIS Module Improvement Project
wolffy.au replied to wolffy.au's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for all your comments guys. Firstly we are talking about ALICE2 traffic, not SILVIE. No, its not an option but I could make it so. Previously traffic vehicles stayed present if they got stuck and never finished their waypoint or became damaged enough. I don't understand your scenario please clarify. If you use a car to travel, it will never be out of range and I don't understand what you mean by the second player. You use the modules exactly the same way you use them by default in the editor. Please log me a ticket on Dev Heaven and we'll get around to it. :) -
Multi-Session Operations v3.3 is released!
wolffy.au replied to wolffy.au's topic in ARMA 2 & OA - USER MISSIONS
The persistency is in the NOMAD module, so you could try implementing just that. There is an outdated editors manual on DH that explains how. Sorry dude, nothing concrete but sometime between now and the end of the month. Awesome, can you log a DH Feature ticket (with code) so I don't forget to include it in 3.4. -
Multi-Session Operations v3.3 is released!
wolffy.au replied to wolffy.au's topic in ARMA 2 & OA - USER MISSIONS
Log it for me on dev-heaven as a Feature Request. -
Multi-Session Operations v3.3 is released!
wolffy.au replied to wolffy.au's topic in ARMA 2 & OA - USER MISSIONS
Good stuff guys - yeah, never found the action point on camo nets. Wire is as stated - look at the pole. For the other stuff, check its in the R3F config. If you're adding stuff, ping me and I'll add it to the MSO template. -
SR5 Tactical IED Detection and Remote Det Script
wolffy.au replied to Reezo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You need a hand with this, I've got the code right here...:) If you want to cater for custom city locations also, use this method. waitUntil{!isNil "BIS_fnc_init"}; { _twn = _x; } foreach (bis_functions_mainscope getvariable "locations"); -
Multi-Session Operations v3.3 is released!
wolffy.au replied to wolffy.au's topic in ARMA 2 & OA - USER MISSIONS
There are a few ACE versions floating around. Hopefully one of the authors here will let you know where you can get a copy. I will try to include one in the next release. -
SR5 Tactical IED Detection and Remote Det Script
wolffy.au replied to Reezo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi guys - Wolffy from the MSO team (http://dev-heaven.net/projects/mso). So I am about to implement IED's as part of my Terrorist Cells module (http://dev-heaven.net/projects/mso-terroristcells). I just need clarification, is this using Jame's Advanced IED (http://forums.bistudio.com/showthread.php?t=107754)? -
Multi-Session Operations v3.3 is released!
wolffy.au replied to wolffy.au's topic in ARMA 2 & OA - USER MISSIONS
Yes, MSO is already server intensive. Give it a go and see the results. Jump onto Skype (wolffy.au), and I can add you to the MSO converstaion for some real-time assistance. -
Great work Commander - something that's need explaining for a long time!
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Multi-Session Operations v3.3 is released!
wolffy.au replied to wolffy.au's topic in ARMA 2 & OA - USER MISSIONS
Yes, sounds good. I'd be happy to collaborate on making it (or helping someone else make it ;) ) an MSO module. I obviously have a lot of competing MSO priorities, but I am always happy to help others make their MSO ideas come to fruition! -
Multi-Session Operations v3.3 is released!
wolffy.au replied to wolffy.au's topic in ARMA 2 & OA - USER MISSIONS
If you are losing the map click functionality, something is probably over-writing the onMapSingleClick command string. To reinstate it, use this command: onMapSingleClick CRB_MAPCLICK;