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Everything posted by tupolov
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Multi-Session Operations v4.3 released
tupolov replied to tupolov's topic in ARMA 2 & OA - USER MISSIONS
Different/custom units should be fine with recruitment if you are using v4.31. If not please submit an issue on our dev heaven page. For spawn at 0,0... You need to ensure you place a respawn marker for each faction at the base. E.g. Respawn_bis_us or respawn_bis_baf etc respawn_west should also work. Construction materials probably need to be airlifted if they don't fit in vehicles. This is R3F functionality, not MSO. CASEVAC looks for helicopters in the config for the players faction. If its not working, submit an issue and we can force a default (prob Chinook) No aircraft AI works on Clafghan, this is a CLAfghan issue, not MSO. We recommend that you run MSO as a dedi server on your PC rather than hosted. -
Multi-Session Operations v4.3 released
tupolov replied to tupolov's topic in ARMA 2 & OA - USER MISSIONS
I'm not sure any of these are actually bugs, just the way it is. PO2 will spawn enemy convoys regardless of the mission param (that is for ambient enemy convoys when not using PO2). Player restrictions, if you are an admin you pretty much can do anything. You have to be a team leader to request missions. -
Multi-Session Operations v4.3 released
tupolov replied to tupolov's topic in ARMA 2 & OA - USER MISSIONS
You should be able to load objects into containers or vehicles as we use the R3F set of scripts. This is enabled by default. Should be wheel-scroll menu on objects to load into. Recruitment options should work fine, are you running SP, hosted or dedi? Takes about 15-20 secs to load recruitment options. Patrols Ops - requires your unit to be in the team leader array in PO2. This should be fine for default units. What units are you using as team leader? Are you using the default MSO missions? CASEVAC - Should not engage enemy, but I have seen this before. They should just fly back to base. -
Multi-Session Operations v4.3 released
tupolov replied to tupolov's topic in ARMA 2 & OA - USER MISSIONS
Krem, Are you saying that Air is just hovering around without getting deleted? Or you shoot them down, they crash but the wreck doesn't get deleted? -
Multi-Session Operations v4.3 released
tupolov replied to tupolov's topic in ARMA 2 & OA - USER MISSIONS
http://www.ausarma.org/blog/4/entry-21-wip-improving-enemy-population-in-mso-v43 Krem, should be the same, check the air isn't generated by ZORA or Convoys. Can you post a ticket? -
v4.2 released!!!! Over 20 sample missions including: Hazar-Kot, Eden, Tigeria, Qom Province, CLAfghan, Lingor, Tora Bora, Podagorsk, Cicada, Takistan, Chernarus, Zargabad and Utes A2CO, ACE, CWR missions AVAILABLE! (removed A2Free) COOP, TvT, CTI missions AVAILABLE! Random IEDs, Suicide Bombers, VB-IEDs, Roadblocks now implemented! Roy86's Patrol Ops 2 now integrated! Reezo's EOD add-on now compatible! Nielsen's Civilian Interaction Module now compatible! Get the latest 4.21 Missions AND MSO Code Base here Requires CBA Documentation You need ELITENESS to depbo these missions Note: We will be regularly patching/fixing the code and missions as feedback comes in, so please check back here for any newer versions. What's New for v4.20? Core - Added CWR² M113 HQ to WHB Multispawn - Added CWR² US units to Recruitment - Added message telling players when they can reconnect if they run out of lives. - Added DRN Dynamic Weather (thanks Engima) Support - Town Manager fixes - Ensured R3F and Patrol Ops 2 compatibility - Fixed mission construction module entry - Added SL's to recruitment Enemy - Prevented TCells from recruiting if > 150 OPFOR units exist (Feature #27597) - Updated Terror Cells to now randomly setup road block near town (30% chance) - TUP_IED improvements - added EOD loudspeakers to vehicles, double number of IEDs if enemy present, cleaned up IED object lists - Update of PO2 to v082 - Updated WICT (26.01.2012, v.04.10.001, thanks Highhead - changed max. safepos in main.sqf for camps and AI to have baseguards and to get better spawning positions of bases (not in hills and elevation) - Added OCB Roy86's Patrol Ops 2 enemy module, courtesy of Highhead - Terrorists don't react when travelling in car unless BLUFOR are within 200m and below 50 feet - Updated Terrorist Cells to use TUP_IED for VBIEDs - Added TUP_IED module, places ambient IEDs, VBIEDs and Suicide Bombers on any map, also automatically integrates with Reezo's EOD addon (optional) - Improved Reezo EOD addon by replacing addon scripts in mission (IEDs only detonate for players now, random smaller charges, better logging) Ambience - Dogs only bark when approached - Made shepherds more reactive when their flock are shot or injured (except by vehicles) - Changed default parameters for Ambient Air (All Factions by default) and WICT (Off by default) - Ambient Air is changed now that aircraft truly Never Fire when told to do so, so enemy aircraft pose no threat (and sound/look very good) - Updated Civilian Vehicles so certain amount are VBIEDs (if enabled in params) - Removed BIS_CIV_special from ambient civilians - Random door closer Missions - Obsoleted support for A2Free until someone tells us they are using it - Added Villa helipad to Zargabad Other - Fixed guard post and House patrol scripts - Added spawnCrew function (searches the area for vehicles and spawns crew, useful for compositions) - Fixed default factions in SP Known Issues - PO2 tasks sometimes throw errors if there is no suitable position/building available - UAV stops Shift-Click and Alt-Click from working if you do not use the context menu - Server Crashes with Beta - EOD Loudspeaker functionality seems to disappear after reconnect - MHQ can be deployed several times - CIM Extraction Helo is spawned on hill side in Takistan Feedback, issues, bugs Report any issues here. What Is MSO? Multi Session Operations is a modular mission framework. Essentially it is a collection of scripts that create a persistent, living scenario in which the player operates. Unlike regular missions that have pre-scripted objectives, MSO procedurally generates enemy forces that are unpredictable and (semi) random. Players have to think beyond the mere tactical level and build up the intelligence picture, carrying out recce patrols to identify enemy locations and conduct deliberate attacks to neutralise them. Everything is persistent, including equipment, ammo, vehicles and even player lives. MSO is designed specifically for Dedicated Server use. Recommended Settings / Peformance Due to the dynamic nature of MSO and its reliance on scripting to generate ambience and dynamic enemy, it can be resource intensive. The default settings are the recommended ones for most maps (although I would recommend All Factions for ambient air if used). If you have a large map with lots of locations (Chernarus) or a large number of players you will want to consider disabling or dialling down ambience or enemy. If you enable ALL the modules, please do not ask us why it performs so poorly. Credits The MSO team would like to welcome HighHead and WobblyHeadedBob to the dev team! Thanks to: - MSO development team: Wolffy.au, Tupolov, Ryan, friznit, highhead, WobblyHeadedBob, zorrobyte, HateDread, kieran, Kolmain, and Rommel - Ryan, Antipop, Rommel, Militant, Scarecrow and Australian Armed Forces (AAF) - Friznit, Tupolov, DaveP and Volunteer Commando Battalion (VCB) - Krause, Beta, Sandiford, JollyResq - United Operations (UO) - Kremator, SCAJolly, Katipo66, vengeance1, 16AA, VCB and AEF clans for testing - Alef and Sickboy for CBA conversion for A2Free - Xeno and Mikero for their Mission Builder Script - Spyder for Object Network Update (ONU), LoyalGuard for ARMA Electrical Grids (AEG), ArmaIIholic and Highhead for World In Conflict (WICT), LurchiDerLurch for AC130 CAS - Robalo, USMCWall, Muzzleflash, Wobbleyheadedbob, Hatedread, Zonekiller, VoW Widow, Swedge, Lonestar, SBSMac, Prymsuspec, zGuba, Fireball, Nou, Jaynus, Norrin for bits and pieces we got from you - CWR² team, IceBreakr, Shezan, Commander, Old Bear for making your mods and islands MSO friendly - Roy86 for Patrol Ops 2 Module - Enigma for Weather Module
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DayZ Zombie RPG (Unofficial Mod) Alpha
tupolov replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
https://dev-heaven.net/issues/29132 Telson, was this a premonition? MSO is all about persistence (if you didn't know), we hope to at some point move to a DB implementation and learn from DayZ on scaling the experience... -
Multi-Session Operations v4.3 released
tupolov replied to tupolov's topic in ARMA 2 & OA - USER MISSIONS
Contact Reezo! ;) Or you can disable EOD in the mission params. TUP_IED gives you similar immersion for IED etc. ---------- Post added at 11:54 PM ---------- Previous post was at 11:46 PM ---------- Dingbat reported that the hellfires were not causing damage (when not using Mando) so we only changed the round used by UAV - switching shell for Hellfire. OLD > [LDL_logic_object,[0,0,0],_pos,1,"Sh_125_HE",0.1]spawn LDL_hellfire; NEW > [LDL_logic_object,[0,0,0],_pos,1,"M_Hellfire_AT",0.1]spawn LDL_hellfire; Not sure how that changes the guidance? -
Multi-Session Operations v4.3 released
tupolov replied to tupolov's topic in ARMA 2 & OA - USER MISSIONS
Now fixed in v4.31 - released on our Dev-heaven files page. -
Multi-Session Operations v4.3 released
tupolov replied to tupolov's topic in ARMA 2 & OA - USER MISSIONS
Krem I personally tested this and it worked fine for me. Can you post a ticket if you can repro? Are you using Mando? -
Multi-Session Operations v4.3 released
tupolov replied to tupolov's topic in ARMA 2 & OA - USER MISSIONS
Yes, reproduced this. Will post a fix in the next 24 hours. Thanks for the feedback, I suspect it maybe the units used in the linger mission, as this functionality works for other missions. -
Multi-Session Operations v4.2 released
tupolov replied to tupolov's topic in ARMA 2 & OA - USER MISSIONS
Bl1p You need the EOD mod. The scripts are there to "enhance" EOD if you are running the mod. This is all tested and working fine. -
Multi-Session Operations v4.2 released
tupolov replied to tupolov's topic in ARMA 2 & OA - USER MISSIONS
sw0p, PersistenDB is something we are looking at - its in the feature requests on Dev Heaven. At the moment the v4.3 release will be fixing some bugs. v4.4 will hopefully be focused on improving performance. -
Has anyone actually got the EOD Loudspeaker working on a dedi server? I know the function is there etc, but does it actually clear civilians? It doesn't appear to work for me. It looks like the code to clear civs runs locally on the client and not the server?
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Civilian Interaction Module (beta)
tupolov replied to Nielsen's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've done some more testing of this. Loving this addon. Would love to be able to make it more extensible (i.e. use \ in front of config stuff). Here are the issues I see so far... 1. CRM events can spawn when and where player spawns, sometimes leading to death (i.e. Ambush) 2. I get errors/issues on some events involving civilians moving to/from buildings on dedi server - this fills the RPT with errors stating _house is undefined. Also the riot script crashes now and then with _tirepile undefined. 3. Logging can be a bit annoying 4. Have had a couple of crashes involving CIM 5. CRM events shouldn't spawn when player is flying over town/location Nielsen, can we get permission to carry on developing this addon? -
Multi-Session Operations v4.2 released
tupolov replied to tupolov's topic in ARMA 2 & OA - USER MISSIONS
sorry to hear that. We all run similar pc specs and have no such problems running MSO. Sounds like there is something wrong with your config rather than the mission. As you say PO2 runs poorly too. I would skip over to the troubleshooting thread. Good luck tup -
Multi-Session Operations v4.2 released
tupolov replied to tupolov's topic in ARMA 2 & OA - USER MISSIONS
"Used my dedicated server to load MSO ACE at Takistan with @eod. After spawning at base (US), one IED just spawned 5-10 meters from me. BOOOM. " Did you start the mission with players at the US base? EDIT: I have fixed this issue, it will be part of MSO v4.3 -
Multi-Session Operations v4.2 released
tupolov replied to tupolov's topic in ARMA 2 & OA - USER MISSIONS
Ok so checklist: 1. @EOD on dedi server 2. @EOD on client 3. EOD integration turned ON in MSO mission parameters. EDIT: OK check that, just see that addweaponcargo only works on clients.... hmmm. Apparently I need to use addWeaponCargoGlobal. OK fixed and will be part of the 4.3 release due at the end of march. -
Multi-Session Operations v4.2 released
tupolov replied to tupolov's topic in ARMA 2 & OA - USER MISSIONS
Should be in Acre box, ace ruck box or basic weapons boxes. Make sure you ave turned on EOD integration in mission parameters. -
Multi-Session Operations v4.2 released
tupolov replied to tupolov's topic in ARMA 2 & OA - USER MISSIONS
Did you turn the PO2 module on? Did you check both FOBs on CLAfghan? -
Multi-Session Operations v4.2 released
tupolov replied to tupolov's topic in ARMA 2 & OA - USER MISSIONS
Please make sure you grab v4.21, provides key fixes for the PO2 module. -
Multi-Session Operations v4.1 released
tupolov replied to wolffy.au's topic in ARMA 2 & OA - USER MISSIONS
HH, You tha man, great job on this. So, if I script the placement of an M1130 near the ammo marker (which should be present in all sqms) then it should just work? Also noticed some overlap between PO2 and MSO: - Auto Detect ACE to add ACE weapons to weapons box (we had this in dev) - Auto Detect ACRE to add radios to weapons box - Mission adjustable Start Time - Depolyable Mobile HQ - Players can respawn at Base on Death - Players can respawn at Deployed MHQ on Death - Players can move to Deployed MHQ on JIP - Players can field repair vehicles - Players keep gear after respawn - Players get notified of a new task - Loadable Ammoboxes - Ace weapon boxes - Alternate Wounding System to ACE - First Aid for all players - Ability to apply First Aid to Self between certain thresholds - Ambient IEDs - AI recruitment - Liftchoppers can lift vehicles - Vehicles can be repaired and rearmed - Added extra Logistics for Static Weapons, Defences and ammoboxes Are we removing any redundancy here? Tup ---------- Post added at 06:54 PM ---------- Previous post was at 06:28 PM ---------- This is what I added to the PO2 init.sqf to place an M1130 // If no HQ then create one if (isNil "HQ") then { private ["_radiomarkers"]; _radiomarkers = ["ammo","ammo_1"]; { private ["_pos","_newpos"]; if !(str (markerPos _x) == "[0,0,0]") then { _pos = markerPos _x; _newpos = [_pos, 0, 20, 2, 0, 0, 0] call BIS_fnc_findSafePos; HQ = "M1130_HQ_unfolded_Base_EP1" createVehicle _newpos; diag_log format ["Creating Patrol Ops MHQ at %1", _newpos]; }; } foreach _radiomarkers; }; This was placed above this bit... if(isNil "HQ") then { //make Check-in Action on MHQ available for all players and add action locally (for JIP); HQ = nearestobject [getmarkerpos format["respawn_%1", playerSide],"M1130_HQ_unfolded_Base_EP1"]; }; -
Multi-Session Operations v4.1 released
tupolov replied to wolffy.au's topic in ARMA 2 & OA - USER MISSIONS
No. IED needs to be initialised in the various init.sqf, description.ext and modules.hpp files etc. You may just want to copy everything over... We have some bug fixes coming too for the RC, hoping Wolffy can post a newer version today/tomorrow. ---------- Post added at 04:22 PM ---------- Previous post was at 03:25 PM ---------- Guys, wrt PO2, Is there anything that needs to be added to a stock MSO sqm? If so, can we script it so that we don't have to update each and every sqm? Just testing PO2 and i've no way of getting tasks allocated to me? I'm using the stock MSO Zarg mission from MSO 4.1 with the latest 4.2RC code. Tup -
Multi-Session Operations v4.1 released
tupolov replied to wolffy.au's topic in ARMA 2 & OA - USER MISSIONS
INTEL has little server side impact, markers and triggers run locally to the client. Reezo, I haven't witnessed any respawn or JIP issues, I believe they were fixed in the add-on version? For Reezo EOD you have to place stuff in the editor, depending on how you do this will decide on how much impact it has server side. That is why TUP_IED auto places EOD IED etc. All the settings are the same across missions. If I was you I would test different settings and see what the logs state in terms on numbers of AI. -
Multi-Session Operations v4.1 released
tupolov replied to wolffy.au's topic in ARMA 2 & OA - USER MISSIONS
You should check our editors guide (linked to on the first page) Markers - Blue - secured by BLUFOR. Green - Gue spotted at location, Red - OPFOR spotted at location. White - status unknown. Essentially this represents the intel you are getting from BLUFOR AI and Civs. I don't personally use Insurgency Markers so don't know. 20-25 players is safe with conservative settings. 5 days is the maximum we have tested to. ARMA typically won't run much longer than that. CLAfghan doesn't have many locations so you will want to turn EN Pop up a bit - check the server logs, try to keep AI at no more than 140. Make nomad a manual save thing, unless players have connection issues. There has been reports of the Beta crashing after a few hours. Don't run WICT for any long period of time. Consider turning off Terror Cells too if you don't need them. 70 players is possible but with things like NOMAD turned off and ambience turned down - this is in the realms of extreme though. We should be releasing TUP_IED shortly, BL1P and a few others are testing at the moment. I don't want to release anything that hasn't been tested properly for MP play. Cheers, Tup