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wolffy.au

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Everything posted by wolffy.au

  1. 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.
  2. 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.
  3. 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.
  4. 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
  5. 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.
  6. 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! :)
  7. 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
  8. 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.
  9. 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! :)
  10. 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
  11. 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?
  12. How is this different from existing ambient traffic? Like this: http://dev-heaven.net/issues/18322
  13. 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.
  14. http://dev-heaven.net/projects/mso/issues/new
  15. 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. :)
  16. 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.
  17. Log it for me on dev-heaven as a Feature Request.
  18. 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.
  19. 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");
  20. 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.
  21. 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)?
  22. 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.
  23. wolffy.au

    How to: Keypoints

    Great work Commander - something that's need explaining for a long time!
  24. 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!
  25. 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;
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