highhead
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Posts posted by highhead
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Just to let you know: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. :)
I had check this mission.sqm to see if BLUFOR trigger was there, and it was...
Didn't bother me but i know a bunch of guys that would!!
Thanks for all the time you guys are spending on this project. It is awesome!!
Thx for using MSO!
I think i can confirm that sometimes and randomly ieds are spawned near a base if no players spawned there at mission startup. I will log a ticket
Thx and enjoy
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yes that's correct if you want i can make a proper ticket on DH with all the test and repro ?Thank you, but im already on this issue - will be done with 4.3 latest
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i try at the MHQ (lav25) there is a sign up action but i don't have any mission after i try at the HQ (US) and i have only the team status action i didn't try the british HQedit : PO2 module is on, yes.
edit 2 : after some test i confirm i have the option only on the british HQ with the original version of the Clafghan MSO.
Thx for reply - and does it work on british HQ? Are yu getting tasks after signing in at BAF, i assume yes?
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I use the ace version and yes we have the MHQ set up where we can sign up but we don't have any special ops thing or OP2 just the respawn and no i didn't try the takistan oneSorry if i sound dumb but do you see the sign-in action and there is simply no task spawned or do you see no sign-in action at all? If there is no task try the mhq at other base (baf/us) also
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i have a bug i don't see any option in-game for the PO2 mission in clafghan map , is it normal ?Do you use the ace-clafghan version of provided missions and is there a HQ (mhq), where yu can sign in to special ops?
Did you try vanilla takistan mission?
Thx
HH
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Ok thanks, I did check it out and there are soo many options its great thanks for all the hard work on this.So it tracks it based on the actual player not what slot they take then?
It tracks on the player-id, so no matter what slot you take. If class-restriction is on, you would need to take the same slot (soldier-class) as when you connected first time - or you would also be disconnected (so i recommend to turn that off also).
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Question. I have tried two of the missions on my local dedicated server. In each one after I die for the first time, the mission will end with "a new life in XXXX hrs" this happens even with re-spawning in a new slot. Is that by design? If so is there a setting I need to use to stop that from happening?This was with the default settings that the mission starts with when first starting it up for a game.
Yo m8!
This is by design - to have ppl care about there lives it is restricted. So if you have 3 lives per day refreshing after 1 day, yu wil have 1 live evry 8 hours.
Yu can easily set the lives to 'unlimited' in the mission parameters - actually the first thing you should do when setting up an mso is to go thru the parameters at mission startup, you will be pleased how much can be configured!
Enjoy
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In CLAfghan only one HQ is showing patrol ops option (BAF one). Can we have both HQ (BAF and US) showing patrol ops options? I had removed recruitment module and R3F_Logistics only.Thank you guys!!
Yo m8!
Thx for your input!
Im already working on a different method of signing in to special operations over communication-menu so it is independent of the hqs. And tup is also working on an air-ops version (special ops for aircrafts). I tested yesterday and its quite nice for its experimental status! Should be ready with next version.
Enjoy
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Hi, i've been playing MSO 4.2 on several maps yesterday and i have a question. Why every single time the first mission is to ambush enemy convoy? It's normal? I played on default settings. Also, do you have some extra documentation where explain what every module do?those are "standard tasks", when "CRB Convoys"-Module is active.
CRB Convoys also has been integrated to PO2 in the meanwhile -> just turn "Enemy convoy Intensity" to "None", in mission-parameters at mission-startup and there will only be a convoy tasking when you sign in to special operations at MHQ!
here is some documentation.
Editors Guide: https://dev-heaven.net/attachments/16897/MSOEditorsManual-4.2.pdf
Users Manual: https://dev-heaven.net/attachments/16867/MSOPlayersGuide.pdf
enjoy
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Do we really need a dedicated server for this to work? I only have local server capability.you can start up the armaoaserver with cba and combined ops loaded as mods and then just start up arma both on your local machine and then connect to your server over the regular arma server browser. It works for me very well
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Well that im not qualified to say. but the server normally runs between 20-40 fps. which i would mean is sufficient.We try to limit as much ambient as we can so it stills feels alive. nothing worse then lag.
And well it happens if one person dies wierdly enough we have two players that respawn out there everytime. But thats only what the say, cant confirm that.
Yeah that should be sufficient, i was thinking of fps from 1-10
I believe them :-)
Does this only happen with MSO or also other ressource-intensive missions like domination/battlezone or something?
Sorry if i am asking so much but i just want to exclude that it is caused by ace at itself.
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so, I'm trying to figure out what parameters do what exactly when setting up a mission. also, what effect each value will have on the server's performance. so far it's been very confusing.I don't remember what version I'm playing (probably this one), but nothing ever happens. enemies rarely appear, the whole map is devoid of all life, save for times when I secure a town, then, 5 minutes later an enemy squad will come to retake it. and that's pretty much it. that's all there is to do, go into a town, stand there for 5-10 minutes, defeat a wave of enemies.
what am I doing wrong?
Use latest 4.2 RC2 version from devheaven and turn on WICT for enemy-galore
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If you mean R3F revive, then no. We use ace istead.Could it be due to ace revive running on a server with few fps and slow scripts? Does it occur esp. when more players die at the same moment? I think i expierenced such stuff with norrins revive and slow scripts
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thx, for reply! are you using revive?
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Yeah Krem!
Just wanted to say CONGRAZ!
awsome work, will join ya serv laterz
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Just a heads up for the patrol ops 2 side of things that where remarked upon above.Some times with the deliver container mission the truck will be destroyed but the container will be placed on the ground next to the destroyed truck.
The mission is then Still working and is not a fail....
It all depends on if the container gets destroyed or not I believe.
i have made a quite solid abort-function just in case, so all missions can also be aborted just in case something goes wrong
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I have found what is causing it.The engine "spawns" 1 MHQ for every human player that connects in game :/
*edited later
Also i reselected the mission multiple times and i always getting the same mission as SECOPS
(Deliver 2 containers of supplies) to the same village.
Oh!..almost forgot!
1-2 of my guyz they died and respawned at unknown location (map 0,0,0 maybe?)
Again..we play CLAfghan ACE-MSO 4.20RC2 version btw
*some hours later...
IMPORTANT!
My team and i took 2 trucks to transport the supplies (containers) but we got attacked and 1 truck
destroyed (with the container in it).
Normally that should result a "Mission Failure" ,but no change instead to the mission status (and objective remained on map) :/
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- always "deliver container"-mission is already fixed on staging and will be released with next version!
- multiple MHQs should also be fixed in next mission. thx for report.
- for the container thing: It is related to R3F logistics, since the container is not in the truck as an object (but only stored as a variable), it is also not destroyed with the truck. Will have to look deeper to fix that. Please log a ticket at dev heaven and just abort the mission in this case with the abort function at MHQ as workaround -> if its not there you would have to copy your mission.sqm to my last version (some pages before) until official release. If yu do it with a lift chopper the problem won't occur.
- i never had the respawn issue on 0,0,0 - but i must admit i haven't 't tried the ace version yet. Can anybody else reproduce this?
thx for reporting
---------- Post added at 18:31 ---------- Previous post was at 18:26 ----------
Theres a trick for "saving" the mission but id didnt try it myself --> just suspend to disk or suspend to ram (energy saving mode, or sleep mode) instead of powering down completely will have your server back up as it was before after "wake up". And it takes nearly no power.
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HejIn the new 4.20RC2 in the clafghan mission, we had some "issues". The MHQ spawns 4-5 ekstra times in the base. not sure whats causing it. if you want i can see if i can make a rpt of it. but dont want to do it if you are aware of it.
Otherwise it works fantastic, best mission we have played in a long time.
PandeX
thx for report, will have a look at it tomorrow - could be it is caused by a fix we did for PO2 if no MHQ is present at all (so it would be possible, that each time a player connects a new MHQ is created)! If i can reproduce it i will try to fix it for 4.2 official release! also thx for your feedback, i hope you will have much more fun time with MSO!
guidance
HH
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Yeeeeeeeeeaaaaahhhhhhhhhhhhhhhh! thank you so mch BIS, where can we pre-order arma 3, seriously - open a preorder-shop m8s!
Cant wait to for june, i will test the sh.... out of it!
Thank your for your support BIS
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Hey Highhead!First off, been loving your little take on MSO, but I THINK I might have found a bug in the whole thing in the last RC you released.
In the settings reduce Enemy intensity to Disabled, and enable Patrol Ops. Once you start the initilization stalls at spawning enemies (I think) and the map won't have enemies or Patrol Ops enabled, which is a shame.
Just thought i'd make you aware of it ^^
Keep up the great work guys! Looking forward to this in the final release.
Thx for report - i have not yet tested this usecase but i will try tomorrow since i cant today. Anyone else can confirm this?
Ps: did the initialization complete at startup after patrolops (last line in sidechat at mission startup)?
And did yu try to sign in at mhq (is there an action menu item when near mhq?).
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Highhead - I've made changes to your code, so some of this doesn't apply anymore. If you're up for it, we should really just get you GIT access on the MSO dev team, so you can help us out on a more "permanent" basis! ;)I have changed it to "respawn_"+playerSide, as it is more likely to find a respawn_west marker.
I also added a check if there is an existing object called "HQ", to just add the action to it (see code from Tupolov).
See comment above - we really need you editing our GIT repo to stop this tooing and froing with updates, its becoming very painful.
---------- Post added at 21:28 ---------- Previous post was at 21:26 ----------
To prevent us have to MSO-ify all those features, my suggestion is disable them if they already exist in MSO. If an editor like them, they can re-enable them.
---------- Post added at 21:33 ---------- Previous post was at 21:28 ----------
Yeah, we might need a check if Neilson's CIM is running and disable that if so.
I'll say it again Highhead - lets get you GIT access to you can update this stuff at the source of truth!
i see your point, get me that access and i'll do my best
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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"]; };Yeah TUP!
LOLLLLLLLLL! Yu are much quicker than me can even post - me noob-coder!
Yeah that should fix it, exactly! Thanks m8! i was just uploading a fix like this but would have placed it on respawn_"playerside" but yours is much better then.
This would be my quickfix working for takistan and zargabad with stock code from yours (only takistan mission.sqm is from takistan MSO 4.1). PO2-Init just checks if there are MHQs near respawn_"playerside" and if none are found it creates one:
http://www.mediafire.com/?w1m1q2857uvgoo7 - zarga
http://www.mediafire.com/?7o963rws4e7ftc4 - taki
For the redundancies --> i was removing all PO2 stuff like the ranking/limited ammoboxes/liftchopperthing/recruiting/respawning/repairing etc. that didn't fit since it was in MSO already. So it is really the PO2 core itself, no respawning/revive/repairing/etc. functions are loaded from PO2 - i even deleted refernced functions and all unused files and checked RPT afterwards etc.. It is only the Task-Spawning thing (including the PO2 spawning functions). i tested it quite well, and didnt run into a PO2 feature only MSO. Only thing i can remember is that yu have 2 communication-actions on civis with PO2 on, since you can ask them for special task information - i didnt want to to touch any other MSO Civi module for integrity so i just left that in PO2.
I'm really thankful for the list tough - so i will go thru it esp. ACE stuff!
would be nice if you could send me your latest version or shall i get it from GIT?
enjoy
PS: i forgot to say that i was just waiting for this version to exclude PO2 IED stuff. it was only in before since there was none other IED stuff.
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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
Yo m8!
Everything needed for the taki-version is already scripted to not affact mission.sqm. It needs a MHQ ("M1130_HQ_unfolded_Base_EP1") for Task-assignment at MHQ and a "respawn_uk" marker for "return-point" (_rtp, where supplies are placed) and finding the nearest MHQ. This can be done better i know, and im on it (finding an object that is always at base in any mission is not that easy) - so maybe adding markers in mission.sqm is the better way.
try my takistan-version and check in at the nearest "M1130_HQ_unfolded_Base_EP1" (MHQ).
Be sure to turn PO2 "ON" in mission parameters!
guidance
PS: i'll check the Zargabad version out now, to check it
PPS: LOL, Zargabad can't work without Respawn_UK - i'll update a version which catches this. Should be ready after dinner ;)
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Yo guys!
Updated Version of MSO 4.1 PO2 Module v0.082 RC:
MSO is stock (4.1) and PO2 module pure (only task system)
Be sure to turn on PO2 Module in parameters!
- check in at BAF MHQ for specops
- added "Abort operation"-functionality at MHQ
- added suicide-bomber mission
- some tweaks for MSO
- fixed file-missing error for unit-joining and dismissing (thx for report)
updated devheaven ticket also!
enjoy!
PS:
I turned off WICT and PO2 by default so yu can select which system yu wanna have, to not overdose MSO!


Multi-Session Operations v4.2 released
in ARMA 2 & OA - USER MISSIONS
Posted
Drop it from a bit higher so it wont bounce back out of the ground while i take look at it
Enjoy
PS: did loads of RTF yesterday and didnt have problems with it. Try not to drop while descending flight and when cargo is in ground