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wolffy.au

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Everything posted by wolffy.au

  1. wolffy.au

    Multi-Session Operations v4.1 released

    Yeah, log a bug and tell us exactly how you're testing it, so we can do the same.
  2. No problem - I was looking for the EOD mod anyway. I've downloaded it from the Armaholic mirror! :)
  3. wolffy.au

    Multi-Session Operations v4.1 released

    There really isn't a need to cache civilians - they spawn and de-spawn when you are within 800m from a town. In fact, the recent performance improvements of all the ambience modules use this system, to ensure that if players are not within range (between 800m and 1500m depending on the module), they will be deleted off the map.
  4. Reezo, where is the latest and greatest download available from?
  5. Definitely works in the editor and SP. Can you confirm that your group knowsabout the other groups? Once they are out of range, the symbols will disappear.
  6. wolffy.au

    Multi-Session Operations v4.1 released

    Bear in mind, if you're going to exclude everything then you might as well turn caching off.
  7. Single player, hosted LAN or dedicated server? I've seen it working but I'm not sure if it was on dedi server.
  8. wolffy.au

    Multi-Session Operations v4.1 released

    The rmm_gtk_exclude method mentioned previously does work in v4.1. Re AI vs AI, I previously had code where if AI from 2 different sides come into range, they decache. I'm not sure whether this makes caching less effective, so I didn't include it in v4.1. I can make it an option I guess. Kremator, if you could log a ticket on DH so I don't forget about.it.
  9. wolffy.au

    Multi-Session Operations v4.1 released

    All missions work in SP - you just won't be able to customise the settings.
  10. @Pika - Upload your mission somewhere and PM me the link - we'll see what we can do. MSO v4.10 Released! http://forums.bistudio.com/showthread.php?p=2093823
  11. Yes, its a reference for all those that make their own MSO's. It contains a copy of every module so you don't have to search all the PBO's to find stuff.
  12. v4.1 (which I'll release RC very soon) - will have an option to disable caching. group setVariable ["rmm_gtk_exclude", true]; On every group you don't want to have included as part of caching.
  13. It wasn't a conscious decision - we just needed a logistics system at the time and R3F was the one. R3F Artillery wasn't requested or required, so we didn't port it over. As you said, they are both based on the same code, so it should be easy enough to add in.
  14. Its probably ambient sea patrols found a pier object and "needed" to put a boat somewhere. Previously an LHD would spawn in the middle of Zargabad because "the river wasn't big enough"!
  15. Thanks so much Highhead - its in the repro! (you'll need to login) https://dev-heaven.net/projects/mso/repository/revisions/1ebf897183dea3d507814b99b6cd428744b99335
  16. The BIS version comes directly for you and will script kill you if your misbehave. MSO ZORA is more about putting enemy around you, but not on you - as you said a random position radius around the player. Log a ticket on Dev Heaven and provide a reproducible mission - its the only way we'll be able to see what you're seeing.
  17. Go for it. As we did with WICT, we're happy to distribute it if it works! @Tremblay - no idea, sorry.
  18. It shouldn't affect it. I'll keep it in mind thats what you're trying to do and maybe add them to the next version of the mission.
  19. With this version, we automated the mission build process using a modified version of Xeno's Domi build script and Mikero's Eliteness.exe. Use Eliteness (https://dev-heaven.net/projects/mikero-pbodll/files) to unpbo the missions.
  20. Disable rmm_convoys and WICT_enemypop modules. My advice to you would be to read the Editor manual http://dev-heaven.net/projects/mso/documents to learn more about how the MSO and its modules work.
  21. You may want to take a look at the MSO Editors guide here - https://dev-heaven.net/projects/mso/documents MSO is configured via the modules.hpp files - there are 4 of them. The references in those files are directly related to directories under the modules directory, which means if it ain't in modules.hpp it can be removed from the modules directory - hence stripping it down. There should be no need to touch any other file to get it to work.
  22. You can strip the MSO down to just AAR's if you wish - there is nothing to stop you disabling and deleting every other module, so you have bare-bones MSO with just AAR's. You can try just taking the code out of the RMM_AAR directory under support\modules\ and trying to get it working - but it may require a little scripting skill.
  23. Getting a lot of good feedback about WICT Highhead - really glad you put it together as a module for us.
  24. I haven't been focused on this mod as much as I'd like to, but just a word on the SUPPORT waypoint, in that it only works when local to the AI or players i.e., if on a dedicated server I have an ambulance with a support waypoint, and I as a player request support, I will be told there is none available. AI running on the dedicated server will be granted support, as they are local to the unit with the SUPPORT waypoint. Not sure how it impacts your plans, if at all - but be aware. If I ever work out where the code is that executes this "call for help", I work on making it MP compatible. :D I know there is talk of getting HAC as a module in MSO, so I will keep following this and one day get to have a play around in it.
  25. Good to hear - yeah, get them into DH so we can track and sort them out.
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