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highhead

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Everything posted by highhead

  1. Need to be markers with this name, can be empty so they are not shown
  2. Markers named respawn_east, ammo and ammo_1 (to be sure) - should do it :-)
  3. Sakowski, i sent you a PM with a quick ripoff example of RU (EAST) vs. GUE (INDEPENDENT) on chernarus. CQB is enabled and also PO2 is working (tested with "MSO Autotasking"). Veng, i recall that we had issues with ambient planes on Lingor once (big piles of planes on northern airport, cuz they got stuck somewhere). So could easily be we disabled something that i am not aware of at the moment, will doublecheck. Bhaz, unfortunatly not at the moment for i44. But I worked hard on a Vietnam The Exp. (VTE) version of MSO, took me over a week to get working with all the custom factions/custom groups etc. If anyone likes to have it, PM me. Enjoy mates!
  4. I was talking of Insurgents as INS, and those were east http://community.bistudio.com/wiki/faction But glad it works without too Laters
  5. Sakowski, Tested RU vs. GUE on chernarus. No issues. If you play vs. iNS & GUE it wont work since INS is side east too. PO2 module with east is not tested, could be that it doesnt work in its current implementation. Jilted, will take a look tomorrow. I also think it could be interestimg esp. or HC use! Enjoy!
  6. Ambient Planes need to have a active airport nearby. If you teleport near an airport and a nearby town goes active (indicates it best) you will have airplanes too (try at rasman airfield, takistan f.e.). Just had loads of landing / starting SU and an epic failed CASEVAC thx to them while playing in this area.
  7. Hey Krem! We are pretty heavy when it comes to cleanup :) As i won't deploy an extra update for that change, you can easily edit this file and spawn a sleep around the cleanup-part (line 356): https://dev-heaven.net/projects/mso/repository/revisions/develop/entry/BASE_MISSION/ambience/modules/tup_airtraffic/main.sqf enjoy, and merry xmas afterwards! HH
  8. In whole /support/ folder only TUP_logistics folder has changed since 4.5 (due to the GPS paradrop, if you dont need it then just skip updating support folder) and there are no changes in mission.sqm needed. Also no changes in modules.hpp! There were quite a few changes in all the other folders (enemy, ambience, core) and init files, which you should replace. If you have a dev heaven account you can easily view our dev branch and see the files that have changed (login and click on our Repo -> develop branch)! hope i could help HH
  9. YO COMRADES! A late XMAS / early new years present! UPDATED RELEASE-POST! !! IMPROVEMENT UPDATE 4.55 !! - VARIOUS BUGFIXES AND PERFORMANCE IMPROVEMENTS - REDUCES RED CHAIN/DESYNC - PERF IMPROVEMENTS ON LONG TERM SESSIONS - MINIMIZES SCRIPT LAG - BETTER ENEMY CREATION & DISPERSION - COMPATIBILITY WITH GBL AIM (Adv. Interaction Module) - MANUAL PERSIST (PDB) - GPS GUIDED LOGISTICS-DROP ... and much more. - Also fixes the static side "east" in CQB, and furthermore made some changes to have it work with playing as side east (set independent friendly to BLUFOR)! - There is a new param, that allows you to choose active enemy locations which will give you more and better dispersed enemy locations, esp. on big maps! - No changes in PDB setup ENJOY! PS: REALLY recommended you use the update as it has many improvements
  10. Which mission? Custom one? I can say f.e. Stock Takistan could be calculated by these average values: (50 enpop groups x 10 units) + (20 camps x 10 units) + (10 roadblocks x 10 units) + (150 CQB spawns x 5 units) = 1550 enemy AI (without suiciders, IEDs etc.) shouldnt be too less... regards HH
  11. MSO decides nothing :-) its the player that, chooses the factions he wanna play against in params on missionstart. Patrol Ops module uses static configs for enemies, this is why you have to choose the po2 factions expicitly as we couldnt find an easy dynamic way . And as i wrote before, playing as opfor is not tested, so you have to play around with it yourself. I think its possible but needs some adaptions!
  12. Ok, then i know what to change (i think), thx! CQB spawns enemies in buildings unless you clear the area from opposing forces. Units spawn as side east, i need to tweak that Resupplies are different, some 12h, some 24h some shorter (like atvs). Enjoy!
  13. are they killing themselves only in towns/cities near buildings or also at countryside camps? What happens if you turn off CQB module? I think i have an idea....
  14. Felix, i am sorry but as MSO is pretty complex we cannot provide support for all mods... We gave our best to provide compatibility for ace, eod-mod (no eod-dogs) and cim (though i think cim could be a bit buggy). Suggest you only use ace and a stock ace mission (from the downloadlink in the first post) if you run into problems. Enjoy! HH ---------- Post added at 14:41 ---------- Previous post was at 14:35 ---------- Did you create a center for guerilla/ins? Essentially place a unit (not grouped to anything) of your indipendent enemy faction in editor, or change the centerunits we placed in our stock mission.sqms or use http://community.bistudio.com/wiki/createCenter
  15. Felix, try stock takistan 4.5 mission with vanilla + CBA (ACE optional, no other mods). See if you get the error there, i never got that myself. I personally suggest all of you run same mod setup and same patch. Sakowski, i really dont know what you are trying to do - lol. You want to get OPFOR (east) vs. RESISTANCE (gue) running? And you want play as OPFOR?
  16. highhead

    constant problems - no solution

    Ensure you saved and REOADED the mission actively in editor before hitting preview, so all the changes in description.ext and other files that are loaded in pre-init / before mission-initilaization etc. can be loaded back in! HH
  17. First, thanks for your feedback! I will just depbo it for you, zip it and send it via PM. Can do by tomorrow as im not at the PC today! Enjoy! ---------- Post added at 09:28 ---------- Previous post was at 09:23 ---------- Hi Jinef, Playing as russian against guerilla is something we didnt try yet, so this could be interesting.You could try to turn off AA in params completely and set guerilla enemy to east in editor! Would be cool if you could provide feedback how it turns out! Thanks HH
  18. Hi guys! Thanks for the feedback! Georgy, I cant remember the High Command module in MSO, i know we tryed to implement HETMAN but thats for enemies and my Lingor mission had Hicommand module placed in editor. But was not for all missions. Jilt, yes that seems like a good way to go - need to think a bit more about that. Veng, yeah im a bit afraid of the performance impact that will have, as i just optimized MSO furthermore esp. in regards of red chain / script lag. If the stars align i could provide an updated version before xmas! My (simple) idea would be that you can request a certain amount of AI via radio to protect a certain area. After some time either a heli flys in or a truck drives to the area in order to deploy the AI-group which then guards/patrols the area. If the heli is shot down, or the truck is destroyed all of your AI are also gone, so you would need to ensure it reaches its destination. Simple, not too fancy and should not have too much impact on performance as AI is limited to some amount like 50 BLUFOR AI overall. Would that be too less?
  19. Is there a need for recruitable BLUFOR units that guard certain areas? Got some feature request for that. Please give me feedback! Thx HH
  20. yo jilt, no they wont because the buildings have been cleared! As the patrol moves out of the area it will also turn blue again after some time!
  21. highhead

    Vietnam: The Experience

    Really liking the mod and just built an MSO for it, that plays out awsomley on the nam_25! If anyone is interested PM me, its working fine but its not polished yet!
  22. Hi Unsung Team! quick questions on factions - did i miss something or are all factions named the same? side = "TCivilian"; faction = "UNSUNG"; vehicleClass = "uns_civilinf"; side = "TGuerrila"; faction = "UNSUNG"; vehicleClass = "uns_guerrillainf"; if thats intended, is there a way to force different faction-names like "UNS_CIV" or "UNS_VC" or "UNS_NVA"/"UNS_NVA66" etc. afterwards? Aslo related, how could i set markernames for multi-respawns like "respawn_BIS_BAF" or "respawn_BIS_TK" etc. in Unsung Mod? Help would be appreciated! Thanks HH
  23. Yo mates, Just wanted to say that fi sure clearing an area is possible! If you killed all enemies of a camp for example, they wont respawn again. But if you attack a camp and then leave some enemies over and come back later, chances are high that they called their bigger brothers to reeinforce. Same with CQB module :-)
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