wolffy.au 9 Posted April 30, 2011 (edited) Download: http://dev-heaven.net/projects/mso/files Previous discussion found here: http://forums.bistudio.com/showthread.php?t=114001 New features like: - Terrorist Cells, - Shepherds, - Civilian Emergency Services, - Flocks of crows, - Sandstorms and - Tupolov's Air/Sea Traffic Sample Missions Mission: GUE/PMC vs RU/INS on Utes Version: 3.4 Developer(s): Wolffy.au Required Add-Ons: CBA Mission: BAF/USA vs TK_GUE on Takistan Version: 3.4 Developer(s): Wolffy.au Required Add-Ons: CBA (optionally BAF) Mission: AAW/ACE vs RU/INS on Chernarus Version: 3.4 Developer(s): Wolffy.au Required Add-Ons: CBA, ACE, ACEX, AAW_OA (optionally ACEX_RU) Mission: AAW/ACE vs TK_GUE on Takistan Version: 3.4 Developer(s): Swordsman Required Add-Ons: CBA, ACE, ACEX, AAW_OA (optionally ACEX_RU) Mission: BAF vs RU/INS on Chernarus Version: 3.4 Developer(s): Wolffy.au Required Add-Ons: CBA (optionally BAF) Mission: AAF's ACE/AAW on Takistan Version: 3.4 Developer(s): Antipop Required Add-Ons: CBA, ACE, ACEX, AAW_OA, ACRE (optionally ACEX_RU) Mission: ACE on Takistan Version: 3.4 Developer(s): Swordsman & ? Required Add-Ons: CBA, ACE, ACEX (optionally ACEX_RU) Mission: Terrorist Cells (US/CZ) on Zargabad Version: 3.4 Developer(s): Wolffy Required Add-Ons: CBA Change Log - v3.4 - Split MSO into Core, Ambient, Support and Enemy components Core - Complete re-write of scheduling to reduce number of spawns/execVMs and use scheduled server loops - Added bordercrossings to Utes for Convoys and Terrorist Cells - Added AAW Inko fix to automatically detect ACE - Fixed if ACE state is set to nil previously - thanks Sickboy (#18935) - Fixed wrong path (#18934) - Adjusted player rating to 0, so that any negative activity (killing civilians, animals, stealing civvy cars) has instant repercussions regardless of rank. - Committed Rockfakey's fix for ACE backpacks (#17389 rockfakey) - Added Everon support (inc auto-creation of CityCenters) - Added Torabra support (inc Border Crossings) - Added createLocations function for maps that do not have keypoints defined (Tupolov) - Updated createLocations to include CityCenters and output auto created locations in config format to the rpt - Updated createLocations to create BorderCrossings on roads within 300 meters of edge of map - Updated initLocations to call createLocations for maps that are not defined in the case statement MP_Rights - Changed if group leader has rights, group members can pilot and crew - Disable MP rights by default NOMAD - Committed Rommel's NOMAD lives reset after 12, 24 and 48 hrs (#17420 Rommel) Weather - Move Timesync to weather module - Included rain values in the server weather forecast - Max 50% fog density and min 5 mins weather change time(#17886) - Client time will sync if +/- 2 mins from server (#17207) - Max 4 hrs overcast forecast - Max 2 hrs fog and rain forecast - Implemented mission time parameters (#18335 - thanks Fogu, Shuko & Muzzleflash) - Added DisableFog to mission parameters - Disable Fog on by default - Disabled instant weather setting Ambience - Updated kylania's Zargabad city bazaar Ambient Civilians - Added randomness to house effects to ensure not every house has their chimney and lights going - Fixed to sometimes allow no passengers - Always set civilians to be friendly to all sides (see http://creobellum.org/node/185) - Removed BIS_CIV_SPECIAL from ambient civilians as rarity is currently not working - Added Resistance Friendly settings to prevent civilians disliking BLUFOR (http://creobellum.org/node/185) - Updated to BIS MIP Project release 20110315 - Added Everon HouseFX support - Added ALICE2 Traffic passengers - Changed ALICE2 Traffic to 3 cars per town (rather than default single car per town) - Fixed town faction settings for all ALICE2 Factions for Respect to work correctly - Added Limited SpeedMode to civilian walking - Fixed Traffic drivers to be of ALICE2 Factions only - Set driver skill to 0.5, disableAI and disable Fleeing (to reduce CPU stress) - Set max ambient civilian skill level to 0.5 (to reduce CPU stress) NEW Air/Sea Traffic (Tupolov) - Added Ambient Sea Traffic Module, contains main.sqf that spawns ships near piers (ends and fuel stations) and boathouses on a map. Boats are spawned based on faction that controls the pier/boathouse. Boats will cycle between its "home" pier/boathouse and a random other. - Setup custom island helipad creator (until BIS bug is fixed) - Update air traffic to include pilots meeting at Control Tower randomly. - Fixed MV22 so that it lands near a hangar rather than on a runway. Wild dogs - Decreased iteration time to ensure pursuit of wilddogs - Changed wild dogs parameter to be side dogs spawn as - Remove extra sounds from dog attack file - Improved wild dogs actions when not active - Changed wild dogs from using trigger to using distance to players method (same as Shepherds)- performance improvement - Added Cars to objects approached, so dogs will approach you if you're in a vehicle - Randomised screaming and yelping consistency (stops the non-stop screaming once the attack is over) - Reduced trigger area to 100m NEW Shepherds (Wolffy - concept by PRYMSUSPEC) - Use MPKilled EH on dedicated or Killed EH if not - Randomly spawn reinforcement shepherd within 500m - Changed spawn method so that flock spawns when player within 800m and despawn once out of range (like Wild dogs) NEW Emergency Services (Wolffy) - Added civilian ambulances/doctors on SUPPORT waypoints (called in automatically by hurt ambient civilians) - Added civilian police on GUARD waypoints (called in automatically by scared ambient civilians) NEW Flocks of crows NEW Swarms of flies - Ensure that flies are only triggered once by players NEW Random Sandstorms - Ensure that sandstorms are only triggered once by players Enemy Enemy Populator - Changed Camp probability to 1 in 4 - Always ensure infantry defending camp - Created mission parameter for Enemy Population Intensity Convoys - Enabled minimum 1 convoy - Fixed convoy task update NEW Terrorist Cells - Fixed minimum 1 terrorist cell - Created mission parameters for markers and intensity - Fixed bug to stop Terrorist Recruiting on dedicated server - Increased default recruitment per cell to 30min to 1hr Support - Optimised Tophe's GuardPost, Vehicle respawn and custom resupply scripts to use PerFrame - Changed RESUPPLY and vehicle RESPAWN to support custom weapon cargo/ammo crates - Re-wrote Resupply and Vehicle respawn scripts as FSM's Tasks - Move position to terrain level - Fixed SHIFT+ALT+Click functionality NEW Town Manager (Wolffy) - Added Town Manager support module JIP Markers - Moved time stamp into text field for optional editing Recruitment - Added CZ recruitment - Separated AAW DPDUDPCU and DPCU recruitment actions R3F Logistics - Added Landrovers to towing vehicles - Added AAW CH47 to lifting vehicles - Added AAW CH47, S70 and Bushmasters to cargo transporters - Added AAW weapons crates to transportable and liftable contents Edited May 1, 2011 by Wolffy.au Added ACRE to AAF addons Share this post Link to post Share on other sites
tupolov 520 Posted April 30, 2011 Introducing.... Mission: BAF/USA vs TK_GUE on Qom Province Version: 3.4 Developer(s): Tupolov, Wolffy.au Required Add-Ons: CBA (optionally BAF) http://www.2shared.com/file/lPbhjcpI/baf-usa_mso_3-4tup_qom.html New features in MSO 3.4 now automatically create keypoint locations for Qom Province, making the terrain fully MSO compliant. Enjoy! Regards, Tupolov Share this post Link to post Share on other sites
friznit2 350 Posted April 30, 2011 Hurray, nice one Wolffy! Share this post Link to post Share on other sites
eagleone 1 Posted April 30, 2011 Mission: ACE on TakistanVersion: 3.4 Developer(s): Swordsman & ? Required Add-Ons: CBA, ACE, ACEX (optionally ACEX_RU) = Mission: BAF/USA vs TK_GUE on TakistanVersion: 3.4 Developer(s): Wolffy.au Required Add-Ons: CBA (optionally BAF) +some ACE2 features, and this is not 3.4, this is 3.3 (i mean "Mission: ACE on Takistan") Share this post Link to post Share on other sites
Kolmain 6 Posted April 30, 2011 Downloading and uploading as we- chat- :D Share this post Link to post Share on other sites
wolffy.au 9 Posted April 30, 2011 and this is not 3.4, this is 3.3 (i mean "Mission: ACE on Takistan") I'm pretty sure I've updated it to v3.4 myself - download it and double-check what I'm saying is correct. If I've made a mistake, update the mission and send it to me, and I'll put it into the next release. Share this post Link to post Share on other sites
Kolmain 6 Posted April 30, 2011 Script: "Scripts\wep.sqf" Not found. :'( Share this post Link to post Share on other sites
wolffy.au 9 Posted May 1, 2011 Script: "Scripts\wep.sqf" Not found. :'( Ok guys, I'm gonna have to ask you guys to start logging bugs on Dev-Heaven (http://dev-heaven.net/projects/mso) - otherwise, we'll end up with 40 pages of repeated reports like the last forum thread! :) Please log bugs and feature requests, and I'll correspond directly with you to sort it out! Cheers in advance. :) Share this post Link to post Share on other sites
friznit2 350 Posted May 1, 2011 Just been playing for...oh God it's 2am, nearly 8 hours straight. Lucky I don't have a life really. Running very smoothly compared to the last version. A few odd bugs which we'll test/reproduce before logging on dev-hev, but epicly intense non-stop patrol action all day. Really good stuff :) Share this post Link to post Share on other sites
wolffy.au 9 Posted May 1, 2011 That is fantastic to here. Was just noticing how long this version took to get out. I'll start trying to do short sharp releases, rather than huge ones. ---------- Post added at 00:59 ---------- Previous post was at 00:52 ---------- Hey, here's a tip for updating your MSO's to the latest version. There is a utility I use called TreeComp (http://creobellum.org/node/163) where you basically you point it to your old and new directories and it shows you graphically what has changed.Thats how I maintain 6 MSO's so quickly. You can copy the files across using the utility and if you download windiff.exe, it will actually show you whats changed between the contents of the files. Share this post Link to post Share on other sites
riouken 15 Posted May 1, 2011 Wollfy.au Two questions How can I reduce the amount of Ambient air traffic. And how can I blacklist an area to the Ambient civilians on the ground. Share this post Link to post Share on other sites
wolffy.au 9 Posted May 1, 2011 How can I reduce the amount of Ambient air traffic. There is a mission parameter AFAIK. Tupolov may want to comment. And how can I blacklist an area to the Ambient civilians on the ground. See here: http://community.bistudio.com/wiki/Ambient_Civilians Share this post Link to post Share on other sites
the_antipop 10 Posted May 1, 2011 I can confirm two things over previous 3.4 betas with latest release; 1. MSO is defiantly smoother than yesterday. Staying at around 10 fps. Little to no desync. Time sysnc defiantly doesn't happen as often. 2. Enemy is spawning well. We destroyed a convoy, moved into a village, killed a few inside the village, destroyed a cache, whilst in town we were then ambushed by 2 squads. We bugged out, then ran into a ural full of dudes on the way home. Was awesome fun! Thankyou so much for your hard work Wolffy. Myself and AAF are defiantly enjoying it immensely! Share this post Link to post Share on other sites
Kolmain 6 Posted May 1, 2011 Wolffy, this single mission has definatley changed the way I look at ARMA2, you need a custom forum title for this! NICE JOB! Share this post Link to post Share on other sites
tupolov 520 Posted May 1, 2011 There is a mission parameter AFAIK. Tupolov may want to comment.See here: http://community.bistudio.com/wiki/Ambient_Civilians well you can turn it off or limit it to civilians. adding an intensity param shouldn't be difficult Share this post Link to post Share on other sites
friznit2 350 Posted May 1, 2011 (edited) Weird, I just posted a bug on dev-hev saying there wasn't enough! On a local server it's prolific, but when I run on our dedicated server there's none. We ran into a similar client fps / server performance wall as posted by others. I think I've narrowed it down to crb_flies, but I need to do more testing to be sure. The time synching is happening a lot and causes a 1 - 2 second client freeze every time. Is this to do with the number of people with lots of different client PC's trying to synch up (we had around 16 playing)? Convoys, enemypop and Zora are all working very well indeed. I've not run into any terrorists yet, but those sneaky blighters are out there I'm sure. Despite a few bugs to iron out this is still epic fun - a perfect dynamic environment for the milsim groups to conduct ops in! Posted stuff up on dev-hev for you in the meantime. Oh and by the way, ACE_MSO_3.4 mission is a bit borked, probably worth removing it from the release until it gets fixed cos it's basic mission editing errors rather than MSO bugs (lots of script calls to the wrong folders mostly) Also, WinMerge - I prefer it to treecomp/windiff as it's all in one and has some nice plugins (such as ignoring // and */ comment lines). The other tool I use a lot for this kinda thing is PRGRep, which is a file content search tool that you can integrate into windows shell and Notepad++ Edited May 1, 2011 by friznit2 Share this post Link to post Share on other sites
tupolov 520 Posted May 2, 2011 Just posted the Ambient Air Intensity parameter... Which map are you using when you say you get no aircraft? Is it possible to turn on debug (for Airtraffic) and post the RPT to DevHeaven? Thanks! Share this post Link to post Share on other sites
LondonLad 13 Posted May 2, 2011 <snip>...The time synching is happening a lot and causes a 1 - 2 second client freeze every time. Is this to do with the number of people with lots of different client PC's trying to synch up (we had around 16 playing)? <snip>... We're definately experiencing that fraction of a second client freeze each time the 'time sych' occurs. This happens to all connected at the time to the server running mso. Share this post Link to post Share on other sites
dalia 13 Posted May 2, 2011 i dont understand its multi or single missions? Share this post Link to post Share on other sites
gL33k 0 Posted May 2, 2011 giving the number of AI unit, i presume it's mainly MP. you need a dedicated server Share this post Link to post Share on other sites
highhead 20 Posted May 2, 2011 (edited) Hey guys! Doing it in Tupolovs style! Here my versions: Mission: Lingor Reality (Lingor) Versions: MSO 3.4 and VTS 3.5 Developer(s): MSO team, VTS Team, ported by me Required Add-Ons: CBA, ARMA 2 + OA, Lingor island (no Lingor units needed) VTS included (GM optional, for admins only) Mission: Podagorsk Reality (Podagorsk) Versions: MSO 3.4 and VTS 3.5 Developer(s): MSO team, VTS Team, ported by me Required Add-Ons: CBA, ARMA 2 + OA, Podagorsk (or FDF mod) VTS included (GM optional, for admins only) Will work on it some more and provide updated versions soon. Sheperds and Terrorist cells are disabled for better performance but you can enable it easily. http://www.megaupload.com/?d=JQX5ZRQA Guidance Dave Edited May 2, 2011 by highhead error in post Share this post Link to post Share on other sites
friznit2 350 Posted May 2, 2011 giving the number of AI unit, i presume it's mainly MP. you need a dedicated server Not entirely true. Multi Session Operations - as far as ArmA2 is concerned - is a single mission that runs for several days at a time. The environment and enemies are all procedurally generated and the player is free to do what he wants. There's no directed, linear mission. It can be played quite happily on your own if you run it up on a local server (put the mission in your MPMissions folder and host a LAN game). But it works best on a dedicated server with persistent mode on. The real magic is that you can leave and rejoin later and everything will be as you left it, including all the map markers, notes, weapons, your location and kit, so you can start up where you left off. HH - awesome mate, gonna have to give these a go! Share this post Link to post Share on other sites
katipo66 94 Posted May 2, 2011 Im quite happy messn with it in straight SP Do ai mark enemy units on the map? Share this post Link to post Share on other sites
friznit2 350 Posted May 2, 2011 Enemy spotted will get marked, but not all of them. Intel will feed suspected insurgent activity (marked with a ? and an estimated range) Share this post Link to post Share on other sites
wolffy.au 9 Posted May 2, 2011 Hey guys!Doing it in Tupolovs style! Here my versions: Great work Highhead! And it goes for the rest of you, I encourage you to post your customised missions here, which I can include for distribution with the pack. Remember, MSO is not so much about the mission I release but about customising and making your own versions using the framework. What I can include as part of the official releases, the better - just let me know if you've created modules I can easily incorporate. :) Share this post Link to post Share on other sites