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master_ne0

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Posts posted by master_ne0


  1. Jman;2461227']Late reply but I programmed that part so I'm probably best placed to help.

    Make sure that you are running the latest version of MSO: mso_develop_4.6RC.zip. This will be the final release version of MSO for Arma2 once BI finally release the A2 1.63 final patch.

    I would suggest that you run the latest A2 beta patch with this version of MSO.

    The town manager does have mission parameters for the HUMINT Reports so make sure that they are switched on:

    INTEL Reports (Towns)

    Update Map based on INTEL reports - This enables and updates the colours of the HUMINT trigger map markers.

    Civilian HUMINT Reports - This enables civilian detect trigger markers.

    HUMINT Reports - This enables side detect trigger markers.

    SIGINT Reports - This enables side seized trigger markers.

    Broadcast Reports to sideChat - This sends all trigger reports to the sidechat.

    I managed to figure out the sidechat. It was cause I didn't have any form of radios in my inventory which cause it to stop working for some odd reason.

    Also I notice when I engage Guerillas and opfor, I get negative points instead of positive points. Any way to fix that?

    And I can't seem to modify the circle radius on the map at all. I tried modifying the town manager mod but it doesn't seem to do anything.

    I also was wondering if their a way to fix it so that enemy camps/roadblocks/etc are spawning farther away from my base. I notice they also are spawning nearly right next to each other as I manage to find a roadblock, a enemy camp and armored vehicles within a few hundred meters from each other and right outside my base.


  2. Biz_Zora_0, as it suggests, will prevent BIS Zora module from spawning in that zone. The civilian helicopters however not part of BIZ Zora, but generated by Tupolov's Ambient Air module. This works by detecting the predominant side & faction near the airfield hangars, then spawning military aircraft of that faction. It defaults to Civ if it can't find any military aircraft. You can 'force' the faction by placing a few units standing around the hangars, or disable civilian ambient air altogether in mission params.

    DEP and CQB won't spawn within 1km of an ammo and/or ammo_1 marker - they act as blacklists as well. You can also manually blacklist towns from CQB by placing an empty marker labelled BL_1 , BL_2 etc.

    There's not much you can do about Guerillas and OPFOR transiting your base area. The enemy are fairly mobile and the best way to tell them not to come there is by force (i.e. shoot them)! If you don't like the enemy coming near your base, pick a base that's further away from a main road.

    Same deal goes for the towns - spawn range is (by default) I think 800m, so if you spawn within that distance to a town you will trigger CQB - and again, the enemy aren't just going to stand idle if there's stuff neary for them to shoot.

    That good to know. I probably just disable the air module then like you suggested. I find the airfields the better place to build a base.

    Last thing is their anyway to shrink the radius of the circles around towns?


  3. Ok. I pretty much got everything working. However I noticed a problem. For some reason, civilians and enemy keep entering my base at the south airfield on takistan.

    I added the BIS_Zora_0 trigger to my airport but I see civlian choppers landing at the airfield where all my other choppers were and their were either opfor or guerilla's driving through the airfield taking me out. Any ideas how to fix this?

    Also how do I shrink the size of the circle for the town closes to the airfield. It seems the circle expands to half the airport where my base is.

    Anything i can do to stop any ais from spawning within the zone i specify?


  4. I am having issues adding the two modules init, functions and military symbols.

    For Functions. I get a error about missing ]. I just copied and paste the Init=â€BIS_fnc_locations = compile preprocessFileLineNumbers "CA\modules\functions\systems\fn_locations.sqf" but it says it missing a ; expression.

    For Military Symbols I get a error about missing ] in the code for this: Init="setGroupIconsVisible [true, false]; BIS_marta_mainscope

    setVariable [""delay"", 300];"

    If I put a bunch a bunch of usarmy soldiers as characters, what faction do I need this as? Reason why I am asking is cause the manual said you create a base respawn marker and label it "respawn_yourfaction".

    I only added the respawn_west to the bottom left as suggested.

    Yes I am still learning this scripting so any help would be much appreciated.

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