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Everything posted by tupolov
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Multi-Session Operations v4.1 released
tupolov replied to wolffy.au's topic in ARMA 2 & OA - USER MISSIONS
I can get you a copy. Can you join our Skype text channel? Just find me on Skype and I can add you. Tup_ieds will explode if damaged regardless of calibre. There is no disarm function. Civs are used but their rating is set at -1000, which I think covers the rating issue. You don't need EOD for Tup_ied. -
Multi-Session Operations v4.1 released
tupolov replied to wolffy.au's topic in ARMA 2 & OA - USER MISSIONS
TUP_IED will integrate with EOD, there is a mission parameter where you can set that. TUP_IED will place EOD IEDs and Ambient Bombers according to TUP_IED logic. EOD IEDs are no longer just placed on roads, but at gates, near buildings, garbage containers and more (same for TUP_IEDs). TUP_IED also "enhances" EOD by changing some of the scripts - for example, removing the constraints around placement near objects and also only detonating IEDs if a player activates them etc TUP_IED will also remove EOD and TUP_IEDs when appropriate. TUP_IED doesn't include any jamming/disarming functionality. EOD creates radio IEDs that can be jammed. MSO Ambient Civ Vehicles now uses TUP_IED to create random VBIEDs. This may or may not be EOD IED's with dicker and radio trigger. TUP_IED varies the damage an IED causes - VBIEDs tend to be larger, Suicide Bombers smaller. TUP_IED varies the proximity trigger. TUP_IEDs will explode if damaged. EOD IEDs may only detonate when triggered by vehicles, TUP_IEDs will trigger regardless. EOD Triggermen access the damage caused. TUP_IED does not include triggermen, however, it will spawn EOD triggermen for VBIEDs on some occasions if available. TUP_IED provides settings for IED, VBIED and Suicide Bomber - None, Low, Med, High, Extreme TUP_IED will automatically place IEDs (EOD or not) in all towns/villages/locations visited by players, meaning you don't need to place anything in the editor. (I may add a check for blackout zones). Won't place IEDs in player starting location. I've really enjoyed using TUP_IED with EOD and also just using TUP_IED. Would be great to get some feedback when MSO 4.2 is released. -
Multi-Session Operations v4.1 released
tupolov replied to wolffy.au's topic in ARMA 2 & OA - USER MISSIONS
Yes, they do. -
Multi-Session Operations v4.1 released
tupolov replied to wolffy.au's topic in ARMA 2 & OA - USER MISSIONS
I've just pushed TUP_IED (a new module for MSO) into the 4.20 GIT repo on Dev-Heaven. This module will spawn ambient IED, VBIED and Suicide Bombers. It will automatically use EOD Add-on if available, otherwise uses my own code. Thanks to Reezo for the inspiration here. There are mission parameter settings to decide the threat level from each. IED's are placed in dynamic locations and not just randomly. The scripts also automatically spawn and delete IEDs in towns/villages based on player proximity - keeping load to a minimum. I've also enhanced our Terrorist Cell module to utilise TUP_IED. Having play tested this with MSO+EOD+TUP_IED and Nielsen's CIM it really is pretty damn awesome for EOD type ops in Zarg, Taki, Qom etc. -
Multi-Session Operations v4.1 released
tupolov replied to wolffy.au's topic in ARMA 2 & OA - USER MISSIONS
You can just use the MSO global var CRB_LOCS - this should return all locations. If you just want city centres then use the function ["CityCenter",false,"ColorRed","milDot"] mso_core_fnc_findLocationsByType (false etc is for debugging) -
Multi-Session Operations v4.1 released
tupolov replied to wolffy.au's topic in ARMA 2 & OA - USER MISSIONS
Cytreen, MSO comes with two caching systems CEP and NOUJAY caching. Caching should take care of any AI back at base automatically. We also have Spyder's Network Optimization code that will disable "Thing" objects. Take a look at the caching system for MSO, it should handle what you need. Tup -
Clafghan Map 20x20 Beta Release
tupolov replied to minimalaco's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The floating cars/civs/bikes is an issue with the ambient vehicle placement script. Most likely caused by buildings being too close together. To get Amb Civ/Veh appearing on Clafghan, the map needs CityCenter objects. These need to be configured in the map's config.cpp file. We get it working with MSO because we scan the map and create CityCenter objects on the fly. The code used can be used separately by map makers to create the necessary config.cpp entries. I've sent the information to the CLAfghan map makers. I've tested MSO on CLAfghan and it works wonderfully. Yes you get the odd vehicle resting on buildings(!), possibly something Wolffy.au can look at as part of his MIP (Module Improvement Project). Tup -
Multi-Session Operations v4.1 released
tupolov replied to wolffy.au's topic in ARMA 2 & OA - USER MISSIONS
Quick note on the HETMAN inclusion... Its experimental at this stage and we await Rydygier's 1.1 release. In the meantime here are the recommended mission parameters for it in MSO. 0. It only works with A2 units - i.e. Russians etc 1. Turn off AI Caching 2. Set Enemy Spawn Distance to 20km 3. Turn off WICT 4. Set HETMAN processing mode to "Fast (Caution)" 5. Turn on Enemy AI Commander 6. Optional - set commander personality 7. Ensure you have Independents set to Friendly to OPFOR in the mission if you include insurgents. On Qom Province I've set the enemy pop to 50% and that gives HETMAN about 20+ groups and near 300 units to control over the entire map (this may be too much for large MP play). Currently in init-custom.sqf I have set the objective for HETMAN as the "hospital" marker on the map - which is at the BLUFOR base. Within a few minutes HETMAN will have local forces ordered to recon the area and will start to move infantry and armour towards the objective. On a map like Chernarus, I'd be very careful and set the EN Pop to 33%. Due to the caching changes and spawn distance I would turn off ambient air/sea, dogs, shepherds etc to help with performance. Enjoy! Tup -
v4.0 released!!!! Over 20 sample missions including: Takistan, Chernarus, Zargabad, Utes, Qom Province, CLAfghan, Lingor, Tora Bora, Podagorsk and Cicada A2Free, A2CO, ACE missions AVAILABLE! COOP, TvT, CTI missions AVAILABLE! Get the latest 4.0.3 Missions AND MSO Code Base here Requires CBA - if not using A2Free Documentation You need ELITENESS to depbo these missions Note: We will be regularly patching/fixing the code and missions over the next few weeks (as feedback comes in) so please check back here for any newer versions. What's New - Performance optimisations across the board - Improved ambient civilians, vehicles, animals, shepherds, dog packs, aircraft and ships/boats - Added Ambient Electrical Grids (AEG by LoyalGuard) - New Ambient Destroyed Towns/Villages - 20 new missions including all your favourites maps - Added support for TvT and CTI (Warfare) missions - A2Free Support - ACRE Support - ACE Support - Added Map support for CLAfghan, Tora Bora, Lingor, Podagorsk and others - Improved mission parameters to configure/enable/disable modules - Integrated with WICT (Thanks Highhead and ArmaIIHolic) - Improved Terrorist Cells, including car bombs and reaction to vehicle inspection. - Improved INTEL for towns - 100's Minor Bug Fixes 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. Credits - MSO development team: Wolffy.au, Tupolov, Ryan, friznit, highhead, zorrobyte, HateDread, kieran, Kolmain, and Rommel - Ryan, Antipop, Rommel, Militant, Scarecrow and Australian Armed Forces (AAF) - Friznit, Tupolov, DaveP and the UK based Volunteer Commando Battalion (VCB) - Krause, Beta, Sandiford, JollyResq - United Operations (UO) - Capt.Alderman and MilitaryGaming.org (MilGO) - Kremator, SCAJolly, Katipo66, vengeance1, 16AA 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 - And of course the wonderful folk at BIS!
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Multi-Session Operations v4.0 released
tupolov replied to tupolov's topic in ARMA 2 & OA - USER MISSIONS
Updated the first post, apologies for the confusion Pika You can use the A2Free version if you don't want to use CBA. -
Civilian Interaction Module (beta)
tupolov replied to Nielsen's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Nielsen, Great mod. Looking at providing support in MSO for it. Got it working with MSO, my only issue at the moment is how the module deals with who is synched/in CRM_AllGroups etc. This will have an impact on JIPs. For example, if a player joins the game and is in a new group, his group won't be registered with the module. Guess something we can cover in our JIP code rather than your code. There is a typo in nielsen_cRm_init.sqf. isMultipleyer should be isMultiplayer. Saying that this code doesn't appear to be used anywhere else? CRM_Players. CRM_AllCities is not working for me at the moment. Other than that I didn't have any issues with this mod on 1.60. Cheers, Tup -
Multi-Session Operations v4.0 released
tupolov replied to tupolov's topic in ARMA 2 & OA - USER MISSIONS
I've added HH's updated WICT module to the MSO GIT repo. Should be included with the next release - hoping this week! -
HETMAN - Artificial Commander
tupolov replied to Rydygier's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Rydygier, The Fast option seemed to work great! Looking forward to v1.1. Let me know if you need a hand with updating the debug stuff to MP. The rest should be quite straightforward for MP play. If you are going to do sidechat, use the globalexecute function. Cheers, Tup -
HETMAN - Artificial Commander
tupolov replied to Rydygier's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Can i ask what's the longest anyone has run this for? I've been testing on MSO and the debugging markers stop at around 10-15 min mark. I have left it running for about 8 hours without any change. I know the HQReset is around 10mins, just wondering if in fact this is stopping things from happening. Alternatively, I'm concerned that certain conditions have HETMAN stuck in a loop. There are no errors in the logs to suggest any script is having issues. With MSO I have 50 OPFOR groups and 416 units (generated by MSO enemy pop) spread across the whole map. No OPFOR are within 2km of the BLUFOR base to start with. The commander is set to GENIUS and ATTACK with the BLUFOR base as the objective. I get from 2-5 "cycles" of orders then things appear to just stop, no more debug markers or logging. There are about 30 or so BLUFOR AI and 1 player at the BLUFOR base. Cheers, Tup -
HETMAN - Artificial Commander
tupolov replied to Rydygier's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yes isPlayer is better. We will be releasing MSO v4.1 shortly - most likely in the next few days. We have included your 1.0 beta 2 code in it and will list it as experimental. When 1.1 is available we will include in MSO v4.2. Is that ok? Thanks Tup -
HETMAN - Artificial Commander
tupolov replied to Rydygier's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Rydygier, We would love to include HAC in MSO. Of course we would ask for your permission before doing so. So please let us know if we can't include it. We will credit you for your scripts. Similarly, feel free to use whatever part of MSO you wish, we only ask for credit where due. Let us know when 1.1 is available and I can apply the MP updates (or you can include them). Cheers Tup -
HETMAN - Artificial Commander
tupolov replied to Rydygier's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Here's the MP Dedi version I created as an MSO module. http://www.2shared.com/file/imBZsXuu/ryd_hac.html Changes made: 1. renamed the init file to main.sqf for MSO purposes 2. Created a bunch of MP Mission params to configure HAC added them to the main.sqf 3. Removed references to player 4. Updated all debugging to use cba createmarker and cba globalexecute to make it MP compatible. 5. Improved logging to RPT 6. Added isServer check 7. Added some additional checks for the value _Trg in some of the scripts as _Trg was returning null sometimes. 8. Added script to add a leaderHQ (using an MSO function) and RydHQ_Obj dynamically (creates trigger at MSO marker) This won't work out of the box for people, apologies, its just for information sake. All in all very simple to get working on MP Dedi really. I did notice that after a while the commander seems to go quiet, hopefully our testing with the newer version of MSO will help clarify that. Cheers Tup -
HETMAN - Artificial Commander
tupolov replied to Rydygier's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Rydygier, Its not voice chat, just text chat for people to discuss the add-on etc. Cheers, Tup -
HETMAN - Artificial Commander
tupolov replied to Rydygier's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Have created a HETMAN AI Commander Skype Group for IM chat on this add-on. If you're interested find me on skype (Tupolov73). -
Multi-Session Operations v4.0 released
tupolov replied to tupolov's topic in ARMA 2 & OA - USER MISSIONS
You need a long range radio if using ACE and ACRE. -
HETMAN - Artificial Commander
tupolov replied to Rydygier's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Have got this working on MP Dedi with MSO... Would recommend Ryd uses cba functions like global execute and create marker instead of bis functions. Also needs a isServer check on the init file and a few other things like removing references to player. Will send my version shortly. Regards Tup -
Multi-Session Operations v4.0 released
tupolov replied to tupolov's topic in ARMA 2 & OA - USER MISSIONS
You rock dude, thanks! -
Multi-Session Operations v4.0 released
tupolov replied to tupolov's topic in ARMA 2 & OA - USER MISSIONS
BL1P, It would be really useful if you could spend a few minutes elaborating your issue. Its not clear to us what the problem is. We want to fix the issue so you can continue to enjoy the game. A few minutes from you will help us as we spend 30 min - 1 hour or more to fix it. Hope you can reply. Thanks again. Tup -
Multi-Session Operations v4.0 released
tupolov replied to tupolov's topic in ARMA 2 & OA - USER MISSIONS
Carlos, In our own automated mission build process we delete folders for modules not enabled in modules.hpp. This works fine. Upload your mission somewhere and I'll take a quick look. MSO is designed to be modular so there is no reason why you can't strip things out. Cheers, Tup. -
Multi-Session Operations v4.0 released
tupolov replied to tupolov's topic in ARMA 2 & OA - USER MISSIONS
Not us I'm afraid. CIM is cool and should just work with MSO, but we haven't added any code from that at all. ---------- Post added at 10:28 AM ---------- Previous post was at 10:24 AM ---------- Carlos, Would recommend taking all the code and disabling all the modules (in modules.hpp in each support/ambience/enemy/core) you don't want, then delete the folder for each module that is disabled. Go that route first and it should work for you. Tup