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tupolov

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Everything posted by tupolov

  1. Look for modules.hpp in each of the different module folders core, support, enemy, ambience. Simply comment out the modules you do not want. WICT is responsible for the Primary task. You would need to either disable WICT or edit the code in WICT that sets the task - up to you! Agree with Wolffy, hopefully the documentation makes sense, if it doesn't let us know. Cheers, Tup
  2. Sounds like the title fade out isn't happening, did you edit the intro script at all? Can you post it to pastebin?
  3. That is WICT. I believe it's referring to your own base. The primary objective for WICT is to clear the area of enemy. Would suggest recce the local area to start with.
  4. Thanks old bear! And thanks to foxhound and crew! V4.1 should be out next week with additional fixes and updates. Tup
  5. To add custom enemy: Edit Enemy/modules/init.sqf You'll see how ace and cwr2 units have been added. The easiest thing to do is place your custom faction in MSO_FACTIONS=["Customfaction"] on line 11. Ensure you disable other factions in the mission parameter screen in game if they are not required. For caching: Default is Nou Caching. This is recommended. Certainly people are using CEP Caching, we would suggest trying both. Do not use jcache. Regards Tup
  6. For those playing on CLAfghan... CLAfghan is a huge map, but with few locations. I would highly recommend setting enemy intensity at 66% on this map to increase the likelihood of contact. WICT should also keep you busy though!
  7. VCB up for a good 6 hours now ranging from 5-10 players - chernarus with 61 AI groups, 157 active AI and another 60 odd cached. Similarly they turned off ambient air/sea. You may want to change the TimeSync options - check every 2hours and sync if 20mins out rather than 5mins and 5mins. good luck!
  8. Well ok that is weird. I've been testing with Sangin and CLAfghan as mods enabled on server and client. I did notice in your RPT a lot of: Observer O 1-1-A:2 in cargo of O 1-1-A:2 Which I'm not seeing at all in my rpt's. Are you using default mission parameters? I've asked VOLCBAT to confirm if they see any issues with 4.0.3 after 1h 30mins. Like I said though we have not tested on the latest Beta. Might be worth getting the dmp file to BIS? Cheers Tup
  9. Shadow, I doubt that fix will help you. 4.0.1 - 4.0.3 are really just minor bug fixes so shouldn't impact stability. The WICT fix is purely to ensure WICT restarts if the server has no one connected for a while. All our testing is on the 1.60 build. We have not tested on the latest Beta. VCB have been running 4.0.0 code for 3 days without issue on 1.60. Looking at your RPT, it doesn't look like the server was under much strain from an AI perspective. Says @ADDONS is at fault? Could be an addon you are running? I would suggest just running with ACE, CBA, ACRE (and optionally ACEX, ASR) and not the @ADDONS to see if that fixes it. Tup
  10. v3.45 released!!!! Including: Takistan, Chernarus and Qom Province Get the latest 3.45 Missions here ACE missions AVAILABLE! Documentation What's new: - Added Playable (or AI) AC-130 and UAV Close Air Support (Thanks to LurchiDerLurch) - See Qom mission for example - Improved ACE and ACRE Support - Added Ambient LHD - Updated Missions for Chernarus, Takistan and Qom Province - Added New caching system JCache (by Jaynus) - Updated Change Log from 3.4 > 3.45 - Minor Bug Fixes Report any issues here. Many thanks to Friznit, Robalo, Zorrobyte, Jaynus, Sickboy, LurchiDerLurch for their help/contributions!
  11. Updated to 4.03 - Fixed WICT restart issue (important!) - Fixed a number of missions where respawn was occuring at place of last disconnect.
  12. Moderator, Please can you lock this thread? MSO 3.45 is now obsolete with v.4.0 being released today. Thanks Tup
  13. Which mission you testing Das? EDIT: ok found it. Yep thanks, am fixing it now.
  14. Robster/Minimalco, Great map guys! We're working on getting MSO compatible with the map. The v4.0 MSO will be released soon and CLAfghan works really well with it. We have had to create locations for the map using our own MSO function - we do this for any custom map. The function can actually be used by map makers to place data into your config.cpp (specifically the names.hpp part). Let me know if you want more info. Basically with MSO the function creates over 100 locations to spawn enemy and also creates CityCenters for Ambient Civ and vehicles. There is a thread in the terrain editing area. As a map maker, I also have a dynamic intro script. I have created one for CLAfghan (noticed it was missing from your config / folder structure). You can download it from here - http://www.2shared.com/file/zWdv6DDE/cla.html. Regards Tup
  15. tupolov

    JayArma2Lib

    Maybe just me, but it throws up an incorrect version error when I launch it (87636). ACRE complains of dsound.dll not being loaded. Tup
  16. Testing the W80.sqf on a dedicated server still causes a CTD. You cannot rejoin the mission unless restarting on the server also. Is there a workaround for this? Currently looking at running the script on all clients (and not dedicated server) but when the nuke goes off, players don't die. Thoughts?
  17. MSO Team are recruiting mission designers and scripters! Current Files here Documentation With the impending release of MSO v4.0 and increasing popularity of the mission "game-mode" the MSO team are recruiting. Clearly we're flexible on time commitment, this project is really for those people interested in contributing to a project without a massive demand on their time. We are looking to recruit for the following positions: Mission Designer/Tester x 2 - Role Create MSO missions on popular maps and integrate with popular missions. Package the missions for release and organise their play-testing. Provide bug reports and feature requests. Experience required: Current mission design experience, preferably having designed and implemented MP missions for dedicated server (although not mandatory). Time Commitment: 2 hours per week. Module Scripter x 2 - Role Maintain, update and optimise MSO modules (such ambient, enemy and support modules) Test modules on template missions. Respond to bug reports and feature requests. Experience required: Intermediate scripting experience, basic knowledge of MP scripting. Time Commitment: 2-3 hours per week. Core Scripter x 2 - Role Maintain, update and optimise Core MSO modules (such caching, performance, persistence, JIP etc) Test modules on template missions. Improve the overall current framework for MP compatibility and performance Respond to bug reports and feature requests. Experience required: Intermediate scripting experience, intermediate knowledge of MP scripting, intermediate knowledge on scripting for performance. Time Commitment: 2-3 hours per week. If interested please contact me via PM or Wolffy.au Thanks!
  18. http://dev-heaven.net/issues/26368 Please support!
  19. http://dev-heaven.net/issues/26368 Please support!
  20. Foolishly I thought that a ticket for SOM MP Dedi compatibility would have already been logged, since its been a problem from the beginning (http://forums.bistudio.com/showthread.php?t=73329&page=6). Ticket posted - http://dev-heaven.net/issues/26368 Tup
  21. Just tested the SecOps Module on a dedicated server with this latest patch. Sadly, its still broken in its out of the box config. I got it "working" by changing the use of the variable player in the radio trigger (that calls the addSupportRequestFunc) to a "named" player unit such as WESTLEADER. This works for all the support requests, except the Transport function. For some reason the heli does not land at the pickup location... Regards, Tup.
  22. Another approach to this is to simply replace some of the SOM module code in your mission folder structure. For example, in your mission folder create the following folders: CA > mission > som > data > scripts > secops > transport DePBO the missions.pbo and find the corresponding folder. Copy the 07_create_secop_assets.sqf into your mission folder under the corresponding folder structure (above). Edit the sqf. For example, change the line #define TRANSPORT_VEHICLE_US "UH1Y" to whatever default chopper you want. Such as #define TRANSPORT_VEHICLE_US "CH_47F_EP1" You can do this for pretty much any of the BIS content. Not sure if this is allowed by BIS, but it certainly helps get around some of the issues with the modules (and MP play). Regards Tup
  23. tupolov

    EOD Mod

    Reezo, Just downloaded v2.20. I noticed in v2.20 there is a script error: File x\eod\addons\eod\reezo_eod_module_iedarea.sqf, line 25 Error in expression < setVariable ["reezo_eod_interval", 600]]; I appears that you are missing a [ before 600 or have included an additional ]. Regards Tup
  24. tupolov

    EOD Mod

    Reezo, In my testing the RPT is written to every second... basically spamming the RPT. I've looked at your scripts and there doesn't seem to be a way to turn this off? The IED_PostServerInit.sqf writes out to the RPT every 2 seconds for every IED placed. This seems to be a bit extreme. Can you put in a variable to turn this off? Same with the reezo_eod_fnc_pressureDetection... EDIT: This is fixed in v2.20 Tup
  25. tupolov

    Medevac Module

    MSO now has its own CASEVAC module. Try it and see if it works for you. Its probably not as advanced as the MEDEVAC module. If you do get the MEDEVAC addon working with MSO - please let us know over at Dev Heaven! Thanks Tup
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