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wolffy.au

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Everything posted by wolffy.au

  1. Thanks guys - its great to get positive feedback from anyone about MSO and really helps to keep us pushing the boundaries for the project.
  2. JiltedJock - log it as a feature request. We often forget that people are playing MSO single player, so its a good suggestion. Thanks to everyone for the positive feedback and well done to the MSO team for this release! w00t!
  3. You guys seens this? MSO Online Dynamic Map - Posted by Gunny, 14 October 2012
  4. Thanks Giorgy. This is all thanks to The Team - Tupolov, Highhead, JMan and all our contributors and testers at VCB, VRC, MilGo and many more community members, to achieve this level of quality. (Sorry if I forgot you, I'm on my phone)
  5. MSO Developer WIP Update: Strategic Location Discovery (part 3)
  6. wolffy.au

    Java

    +1 for hearing an official statement. I've done my best to move to OO programming on SQF, while I wait for JVM. See here: http://www.ausarma.org/blog/4/entry-31-object-oriented-sqf-part-1/
  7. Great to hear! Yes, I am still around and pottering around with SQF. I've been working these past few months on the next generation of MSO code base, new concepts, new modules, etc. Take a look at the blog for details - but yes, with v4.5 out the rest of the team can come join me working on the new stuff! http://www.ausarma.org/blog/4-mso-developers-blog/
  8. Booyah! Well done guys! Are they on Six Updater yet?
  9. Fourth Release! http://dev-heaven.net/projects/mip This is the fourth release of the BIS Module Improvement Project. This BIS MIP project is a drop-in replacement of the BIS Editor Modules including bug fixes and improvements to the code, while ensuring that the original functionality remains intact. Latest MIP release here: http://dev-heaven.net/attachments/download/14900/mip-20111022.zip Changelog: Added vanilla A2CO and custom A2CO missions for Utes Ambient Civilians Fixed Respect/respawn error caused by Garbage Collector deleting empty groups Choose traffic spawn points away from players Removed enableFleeing causing civs to run everywhere Allowed AUTOTARGET for armed civs Increased default skill for armed civs Store spawnpoints to increase performance Reverted to not broadcasting of setVariables Deactivate HouseEffects if town is not active Garbage Collector Changed Garbage Collector Auto Scavange to be on by default Civilian Vehicles Randomly remove weapon and magazine cargo Demo Missions The download found here: http://dev-heaven.net/projects/mip/files It contains demo missions of the improved BIS Ambient modules, all dedicated server tested. Islands include: Chernarus Utes Takistan Zargabad Cicada Qom Province Lingor Isla Duala, and Podagorsk Module Improvements Improvments to the modules are: Ambient Animals Fixed blacklist zones (no more animals on runways) Added random roosters to the mix of hens Added BIS_Animals_Debug variable for marker visibility Reduced spawn radius to improve MP performance Re-enabled to be dedicated server compatible ALICE 2 Made maximum traffic proportional to civilian count Minor bug fix causing cosmetic errors Added civilian stone throwing and random pistols (optional) Fixed ALICE2 house effects performance issues: emptydoor caching town active checking 15s delay between checks Fixed issue of always 1 passenger Reverted back to vehicles created in the center of town Initialising drivers with ALICE_civilianInit Added bis_alice_emptydoor code for A2 building compatibility Enabled random radio Added random lock (optional) Ported zGuba's random fuel and damage (optional) Rating -400 if stealing a civilian car (optional) Converge to terrain (zGuba) Reduced default AI skill for less CPU Traffic vehicles proportional to town population Added traffic debug markers Added passengers to traffic Driver and passenger faction dependent on town faction Added removal if vehicle moves out of range of players Randomise destination if vehicle still within range Reduced traffic spawn delay from 60 sec to max 15 sec Changed traffic spawn condition to when town active and 1 player within spawn distance BIS Functions BIS_fnc_music is played in realtime, playback is faster after hitting Escape (zGuba) Fixed custom locations Garbage Collector Added Test Garbage Collector mission Fixed Garbage Collector queue processing Process Queue variable set to broadcast (MP compatibility) Fixed auto empty Group bug Made code A2Free compatible Added dedicated server support to Garbage Collector Installation Instructions If a mission maker wishes to use this replacement code, here are the instructions. Simply copy the CA directory into your mission folder to over-ride the default BIS modules. Place a BIS Functions modules in the mission editor and add the following to the INIT:BIS_fnc_locations = compile preprocessFileLineNumbers "CA\modules\functions\systems\fn_locations.sqf"; Place a BIS Ambient Civilans (Expansion) module in the mission editor and add teh following to the INIT:BIS_ALICE2_fnc_civilianSet = compile preprocessFileLineNumbers "ca\modules_e\alice2\data\scripts\fn_civilianSet.sqf";
  10. One for each side is enough.
  11. No not at all - go for it. Where as previously I tried to ensure the code could move between MIP and MSO, I am no longer able to do it, as MSO code is getting very different to MIP. But you are welcome to do as you wish with it.
  12. Guys, I haven't updated this code for a while. MSO uses it and its getting heavily modified with client-side AI, etc - so the too have gone seperate ways. Hence, I'm not really supporting it anymore - sorry. If anyone wants to pick it up (they can take ownership of it on Dev-Heaven) feel free to PM me.
  13. wolffy.au

    Windown 7 Desktop Theme for ARMAIII

    Updated again - 205 pics!
  14. JiltedJock, let me clarify some stuff. Dynamic func on EnemyPop is for that module only and IIRC doesn't take into account BLUFOR AI to trigger despawn/respawn. CEP caching does take it into account and will uncache with BLUFOR AI present, as you've shown in the code snippet. I can't remember what NOU's does - you'll need to look at the code but if AI don't trigger it, just the TL's will see each other (the rest are frozen underground). Best bet, disable all caching or modify the code to trigger like CEP.
  15. FYI - Rydygier's Big Boss of HETMAN Artificial Commander http://www.ausarma.org/blog/4/entry-29-rydygiers-big-boss-of-hetman-artificial-commander/
  16. You've logged a ticket and provided a repro mission. If we can repro it, leave it with us.
  17. Confirming you've disabled R3F_Revive and RMM_Revive?
  18. Spyder_ONU is a workaround to decrease network traffic, which I believe has since been fixed in a beta. My advice is always disable it and we'll discuss internally to remove if no longer useful.
  19. Thanks for your positive feedback - always good to hear when players are happy with the product! Thats a great idea - I'll see if we can get something up on Wiki. You might need to give us a ticket on Dev-Heaven so we don't forget though. :)
  20. Guys, new version out. http://forums.bistudio.com/showthread.php?136860-Multi-Session-Operations-v4-4-released @Admins, can you please lock this thread.
  21. I haven't looked at this stuff for a long time now. I ended up moving both CEP Caching and another type, Nou's Caching into MSO. Nou's has the advantage that the AI numbers stay the same, so something like HETMAN continues to work correctly. BTW - we integrated HETMAN into MSO, so you may be better off just using MSO to do what you're trying to do, and just disable all the other modules.
  22. @Dkoke, do you have Patrol Ops 2 enabled? I've noticed that it still doesn't take notice of the MSO Enemy Factions settings, something we should try and fix.
  23. That's awesome news! I'll drop in on TS at some point and see if you guys are having a game.
  24. UnitedOperations ran 38 player MSO for 3hrs this morning, with the server still running at around 18 FPS at the end of it all. http://arma2.swec.se/game/data/5283108 This is a landmark acheivement for the MSO team and we are very grateful to Singleton and UO for supporting us to make it happen. In addition to the 10 day run of beta v4.4 MSO a couple of weeks back (http://arma2.swec.se/game/data/5064087), this is looking like a stable release.
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