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highhead

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Posts posted by highhead


  1. Isn't the skillEnemy and precisionEnemy disabled in the profile cfg? I thought I read somewhere that bis disabled this in the .armaoaprofile?

    Right now it is set to skillEnemy=0.6 and precisionEnemy=0.2 but it's not making a lot of difference.

    could be a BIS-Bug (https://dev-heaven.net/issues/27417) that BIS rejected and made a feature out of it (https://dev-heaven.net/issues/27851) :yay:.

    lets check the upcoming patches and new GUI (see the pictures in the ticket).

    enjoy


  2. Hi,

    try this, let me quote myself:

    try editing your difficulty setting so its only the accuracy thats different in your server profiles name.ArmAOAProfile

    f.e.

    skillEnemy=0.9;

    precisionEnemy=0.28;

    other way would be to add accuracy settings in the enemypop modules directly after units are created, but thats more a feature for upcoming releases if you don't want to fiddle with the code.

    try the easy thing first

    HH

    enjoy


  3. Thanks Highhead

    What confuses me about this is that looking in the code for CEP Caching, it looks like opposing AI groups will trigger a decache of each other without player presence within the defined distance?

    "CEP_fnc_triggerUnits = {" \n

    " _cep_leader = _this select 0;" \n

    " _trigUnits = [];" \n

    " {" \n

    "// if (side _x != civilian && side _cep_leader != civilian && side _x != side _cep_leader) then {" \n

    " if (((side _x) getFriend (side _cep_leader)) <= 0.6) then {" \n

    " _trigUnits set [count _trigUnits, _x];" \n

    " };" \n

    " } forEach allUnits;" \n

    " _trigUnits = _trigUnits + [] call BIS_fnc_listPlayers;" \n

    " _trigUnits;" \n

    CEPCaching deletes all units of a group and leaves only the leader if players are out of range and respawns them if players come in range again - they dont delete each other completely. NouCaching uses disablesimulation instead, so all the units are still present but take less computing power.

    So this is why i say use NouCaching or turn caching off, since you dont want your BLUFOR Infantry group meet a single group leader.

    Also keep in mind what you are trying to do takes much power.

    guidance


  4. Thanks I'll be waiting! :yay:

    Sent!

    enjoy :218:

    ---------- Post added at 14:56 ---------- Previous post was at 14:43 ----------

    @JJ

    If dyn.enpop.off -> yes, it will be static population (they spawn once if player is in range and wont despawn again = more cpupower needed).

    For uninteracted BLUFOR <> OPFOR battles you would need to use NOU caching or turn Caching off completely.

    You can also put this on the leader of your BLUFOR groups you dont want to cache: _this setVariable ["rmm_gtk_exclude", true];

    enjoy!


  5. Hello

    It would be possible to do this mission on the map CLAfghan [ver. Coop A2CO]? :bounce3:

    since it only has the ACE version to this map, there was also a very good Vanilla version.

    Good job and I'm really enjoying this type of mission. ;)

    Thanks for your feedback - I have done a nice vanilla clafghan version (unofficial) that i can pass to you via PM in some hours!

    Enjoy!


  6. I'm experiencing a strange issue -

    if I play an MSO mission as Single Player, I get Humint, Sigint etc messages and the map has extra info on it. If I play the same mission on a dedicated server - running on the same PC as my client - I don't get any. Any ideas?

    JJ

    We moved townmanager to run serverside, so the sidechat lines are not displayed in multiplayer atm.

    Just check the map for enemy areas since the sidechat info is the same as the color on towns on map!

    Enjoy


  7. is there a way to edit the skill of units in an MSO, not via the mission difficulty, but via some sort of setting or something? the AI is a little too accurate for taki Gue with 7.62, ruins combat sometimes

    try editing your difficulty setting so its only the accuracy thats different in your server profiles name.ArmAOAProfile

    f.e.

    skillEnemy=0.9;

    precisionEnemy=0.28;

    other way would be to add accuracy settings in the enemypop modules directly after units are created, but thats more a feature for upcoming releases if you don't want to fiddle with the code.

    try the easy thing first

    HH


  8. is AI caching the feature making my AIs unable to engage AI after i died , simply because the enemy disappear , as i left the town area ?

    Not caching directly, but if you are using dynamic enemies and leave enemy area for longer than 30 seconds the AI will begin to despawn, to gain server power.

    So if playing with few players or (alone with AI recurits) you can also set dynamic enemypop "off", so AI will stay - but will also continue to take server power.

    enjoy


  9. Thanks for the help, after make sure everyone was up to date (including myself) that seemed to fix it however some of the vehicles seem to be missing when the server is launched such as the repair truck or mobile hq. Another thing would be that (using the takistan mission) insurgents seem to spawn in or directly around the two main US and British bases.

    make sure you have markers named "ammo", "ammo_1", and "respawn_west" placed on map (place all to be sure), on areas where you dont want enemies to be spawned like your base.

    in vanilla takistan there trucks are at us base, and mhq is a bit outside of BAF base

    enjoy

    ---------- Post added at 13:12 ---------- Previous post was at 13:08 ----------

    i updated my mission to latest build and tested if everything works,.. and it does except one thing i cant figure out.

    when im hunting down the enemy in any given patrol ops task i can get shot like 100 times without even getting injured, but when i drive a car and smash against a wall i do get injured.

    i tested on regular and expert difficulty, both with the same outcome.

    never had that. can you provide a ticket and repro mission/steps, and i will look into it.

    ---------- Post added at 13:21 ---------- Previous post was at 13:12 ----------

    By the way!

    If using "Iranian Forces" be sure to have Jedra's Groupconfigs addon installed on server and clients to be compatible with dynamic Enemypop and CQB Pop (there are groupconfigs missing in original Iranian Forces addon)!

    Its downloadable and well stated at the "Iranian Forces"-thread but i just wanted to make sure to have it here also: http://www.arma2jedra.co.uk/Addons/Iranian_Groups.rar

    enjoy

    HH


  10. What kind of information would you like me to provide? I do not think its MSO related either at this point considering I have tried hosting other missions as well and the same thing still happens other players clients crash once they proceed past the player selection screen. I can provide the server config if that would help or anything else to help pinpoint the problem.

    Hey Collin!

    I ran into multiple crashes when using latest betas and /RCs with not beta-patched servers, restarting and rejoining mainly did it. There were so many Networking updates with latest RCs its most likely that if you dont restrict your server there are ppl joining in with different versions of arma2, and they and/or your server crashes. Try to get all ppl running the same version or even restrict your server running your addons, and im sure crashes will fade!

    just try, and join us in SKYPE MSO channel for PDB setup questions >> i think that cant be handled with posts in a forum, m8!

    guidance

    HH


  11. Then how comes original MSO does not have it?

    EDIT: well tested it and now it works like a charm, thats a lot guys!

    Got a question as well, when there is a update, I only update the mission with all files beside .sqm and modules .hpp?

    Because the delivered Lingor MSO is NOT ACE...? I guess i can close the ticket...

    yeah, update everything but the mission.sqm and modules.hpp, but if we put in new modules you will have to activate them by adding the new line manually


  12. Sakowski,

    After fiddling around with your custom mission, i found that when i openend your mission.sqm in editor there was no ACE Wounds-module placed in it, though it had an entry in mission.sqm. I deleted it from mission.sqm and then placed it again in editor, saved, restarted and voilá "treat wounds" was there. There must have been something wrong with it.

    I not had any "heal (classname)" thingy too.

    do that steps above and it will work with your mission, im quite sure.

    guidance

    HH


  13. Well should I update the mission with the disabled Spyder?

    P.S. My mission uses mods however they are not "conflicting" with the mission as I started one only with ACE and ACRE (unedited, as my one has edited player models which uses PCDF) the unmoded one has no interaction just like edited ver.

    Here is the ticket https://dev-heaven.net/issues/37443

    EDIT: Updated the mission

    Thx, will see what i find out tonight.

    Regarding Wolle's yesterdays post: http://forums.bistudio.com/showthread.php?137388-Providing-feedback-to-mission-creators

    Did you really ensure it doesnt work with ACE, ACEX, ACEX_RU, ACEX_USNavy, LINGOR (v 1.4 + 1.4 Units) AND NO OTHER ADDONS (= only ACE + Lingor + Lingor_Units)?

    Also, your keybindings are not changed by accident?

    Thx

    HH


  14. Sry veng, didnt see that,

    You shouldnt need to re-import the sql-dump. I recommend to backup the whole mission and the sql-db though if something goes wrong. Yu never know :-)

    Also changing something in mission.sqm wont do anything to the db. Only be sure all to-be-persistet objects do have a name in editor.

    Enjoy!

    ---------- Post added at 14:07 ---------- Previous post was at 13:15 ----------

    I am very curiouse about the "Heal (Classname)" thing when scrolling mouse down

    Can yu create a ticket on devheaven: https://dev-heaven.net/projects/mso/issues and attach your mission please - i will start it up with ACE, ACEX, ACEX_RU, ACEX_USNavy and see if i get this "heal (%classname%)" scrollwheel action. if i can repro it i can nail it down somehow.

    HH


  15. Yo m8s!

    BIS_ZORA only stop ZORA-patrols from beeing spawned in this area. To prevent CQB enemies from beeing spawned check if you have the following markers on your custom mission in editor (please set all 3 of them to be safe): ammo, ammo_1, respawn_west!

    We have asked for feedback in our internal Testing-Community and supporters on the ACE interaction menu issues that some of you reported. Thats what we found out:

    [17.07.2012 23:27] In regard to the scroll wheel and all ace interaction failing to work. This is mostly experianced on our insurgency mission, however it has happened on our mso as well in the past. Right now our insurgency is popular until I finish with things on MSO, so thats where we experiance the issue. [17.07.2012 23:31] Also this is an issue that suddenly happens to all users on a dedi server, and 80% (so not always) it starts working again for individual players upon disconnecting and rejoining.

    Its not directly MSO related since it happens on other missions too! Though, we will look into it and appreciate if someone would find repro-steps (if solving on our side is even possible then, we can do it quicker!)

    Hope i could help!


  16. Well I didnt deploy any MHQ I went to test it, went to the airfrield (lingor) thrown a frag to my legs and died okay but then I was falling down the sky in some random place.

    As this doesnt happen with standard Lingor mission (i am playing it atm) so whats the faction name you use? Yu said CDF units, but please use the debug console to check that - as described above!

    thankxs


  17. Hi Highhead

    thanks for your answers. one more quick question :). During install I read somewhere that you recommend CEP caching over the NOU caching - could you expand on that a little more?

    Also re the multiplayer options - currently I am playing alone as Host and performance is good with a lot of the modules running (2500k overclocked to 4.7Ghz). I hadn't considered running a dedi server on the same machine but that is an interesting idea - I wonder if that would make better used of the available cores? If that is something you (or anyone else) have any experience of I'd be interested to hear.

    JJ

    Yo!

    CEP-Caching: if players out of caching range, all units of a group are deleted (only group leader stays). If player gets in range the units are recreated on that group. Advantage is that since the units are deleted it results in better cpu performance and less lag.

    NOU-Caching: if players out of range, disablesimulation is triggered also resulting in less cpu power used. The advantage is, yu still see the units if flying around but they move jerky.

    We recommend using the caching method that applies your gamestyle best.

    Also using dedicated server is recommended since you can just run it in the background and reconnect hours later without restarting the server (persistent = 1 in serverconfig). If you use energy-saving-mode (and not shut down your pc completely) you can even have your server up over days or even weeks without pdb and not having your computer run all day.

    Hope i could explain it a bit :-)

    ---------- Post added at 08:14 ---------- Previous post was at 08:08 ----------

    Is it possible to make lingor mission have more players beside 13?

    And which files are the ones where I can change USMC into differ faction and enemies and so on.

    EDIT: Do not mind this stuff above.

    When ever I die I keep on falling down from sky and it happens like that all the time when i die from falling from sky i keep on falling again after respawn.

    I did change the starting faction into CDF and so did I change the respawn's but still falling down...

    Yo Dude!

    Please make sure you have a marker named with the correct faction (therefore open the debug-console with interaction key or comms 0-8-xxx and type "faction player" so it should be something like "respawn_BIS_US"). Also be sure if using the MHQ to not deploy it in very dense areas with many objects since it could be that no suitable respawn-area can be chosen resulting in spawning in the sky.

    Pls try that, m8!


  18. Hey JJ!

    Wow, this is a very nice feedback - thank you very much! Yeah we will see that we can update the manual some more! To answer your question quickly:

    If playing Singleplayer (alone as host/or a dedictated server on the same machine as you are playing) you probably can enable more modules than the standard recommended ones (default values) in opposite to playing on a populated server where you got less headroom.

    - Though we tested PDB togehter with NOMAD roughly (it worx) we recommend using either PDB or NOMAD.

    - Also default-caching works fine with dynamic enemies (CQB, dynamic rmm_enemypop) but probably isnt needed anymore (i didnt observe differences, even with PO2 module used).

    - WICT is a standalone enemypop-module and should only be used by ppl that want to have a completely different (and heavy style) of gameplay, it will rape you.

    Thats pretty all regarding (dynamic) enemies vs.caching.

    Let us know if you need to know something else!

    Enjoy!

    ---------- Post added at 09:46 ---------- Previous post was at 09:36 ----------

    Anyone else get past screen, just freezes here "Please wait setting up Client"? Mission is running, no errors in Baretail and Sever Rpt is:

    ["PersistentDB: pdb settings loaded"]

    "############################# Starting PDB for mso_13_a2co_coop_usmc_vs_ru_gue_4-4 #############################"

    "MSO-0 GTK Initialised 24 Groups, launching NOUJAY Caching..."

    "MSO-0 Time Sync off: Date [2010,8,8,14,0]"

    "MSO-0 Town Manager - Starting"

    "MSO-0 Town Manager - Locations: 40"

    "MSO-0 CQB Population: starting to load functions..."

    "MSO-0 CQB Population: loaded functions..."

    Server: Object 3:8 not found (message 225)

    "MSO-0.233 Spyder Object Network Update - 248 objects disabled"

    "SERVER MSG: count MISSIONDATA, 0"

    Hey vengenance!

    Sry, but supporting PDB in its experimental state and via private messages is not easy.

    Please install skype and i will add you to the MSO channel to get it working. Since you already stated there is no /logs folder in your arma2 root folder i guess the connection between arma2net-mysqlplugin and the mysql-server isnt working at all on your side. Maybe i have to even log into your PC via RDP, or shared skype-desktop to see myself.

    Enjoy!


  19. I find that Dynamic enemies (CQB and Enpop) do help improve FPS quite a bit. Some players report even better performance when I disable AI caching with dynamic enemies but I must investigate more since I tend to mix up module settings alot.

    Anyone else tested using Dynamic enemies + NOU_cache vs Dynamic enemies and no caching? What would be the benefit of using a caching module in conjunction with fully Dynamic enemies?

    Hey Razool!

    Pleased to hear our performance improvements work out! And yes, it really can be that disabling caching if using dynamic enemies will additionally gain some fps - not prooved yet but i can imagine since caching occurs only within a 500 mtrs range before the units are despawned (f.e. enemypop: 2000mtrs despawn range, but at 1500 mtrs caching starts) its not needed anymore, and can be disabled. Would be cool if you could just try it and give us feedback. Though, if using static enemypop it should be switched on.

    dkoke, really interesting to see this approach - please feel informed, that we didnt try out this usecase yet, so playing as opfor is also new for us (we did some TVT versions, but those are a bit different - maybe depbo one of thos missions and see if it helps ya). But i dont`t think that those takistani groups are caused by you playing as opfor but some failsafe default value is taken because the system doesnt find a group-class for a certain faction so, BIS_TK is taken as default. I saw that on lingor but only a few times on some few groups, so i will take a look at it!

    Enjoy!

    Edit: Dkoke, i sent yu a PM. Try this!


  20. Evening,

    I'm attempting to create an OPFOR vs GUE in Chenarus, but it seems that when I have the dynamic enemy population script set to ON, I get all types of different AI apart from the ones I set to true in the parameters.

    Does anyone know why or how to fix this problem?

    Other than that this is a awesome mission template! Hope to make many more awesome missions, Thanks!

    Hey Dkoke!

    Will have to check if GUE vs. OPFOR is possible with its current mechanisms, as GUE is in enemy-factions at the moment and i guess you want to play as GUE against opfor (russians for example). Did i get that right? Quite sure it is possible but need to take a look.

    Guidance

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