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Thread: Multi-Session Operations v4.0 released

  1. #101
    Hello guys I was wondering if you could help me with adding a script to your missions

    I am trying to add the bon_ieds script
    what i have done is downloaded the script and then placed the bon_ieds folder in the mission root

    I then added the game logic to the map on editor and called it Server

    I then added this line into the init.sqf for the mission

    Code:
    #ifndef execNow
    #define execNow call compile preprocessfilelinenumbers
    #endif
    
    waitUntil{!isNil "BIS_fnc_init"};
    
    diag_log format["MSO version: %1", "4.03"];
    
    execNow "core\init.sqf";
    execNow "ambience\init.sqf";
    execNow "support\init.sqf";
    execNow "enemy\init.sqf";
    
    execNow "bon_ieds\init.sqf";
    
    execNow "init-custom.sqf";
    
    "Completed" call mso_core_fnc_initStat;
    execNow "core\scripts\intro.sqf";
    but nothing happens and the ieds are not placed on the map

    any help would be fantastic thank you

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  2. #102
    I'm not familiar with bon_ied's scripts and they're not part of the regular MSO but I'll try to help. Without seeing any errors though we won't be able to tell what's going wrong. Does it work if you add it to a regular non MSO mission in the same way? Look in your server rpt file for any errors and post them up.

    I recommend Six Updater

  3. #103
    Quote Originally Posted by friznit2 View Post
    I'm not familiar with bon_ied's scripts and they're not part of the regular MSO but I'll try to help. Without seeing any errors though we won't be able to tell what's going wrong. Does it work if you add it to a regular non MSO mission in the same way? Look in your server rpt file for any errors and post them up.
    Hi Friznit2.
    Thanks for offering to help

    this is the error i get from the server .rpt

    Code:
    Error in expression <ATH = "bon_ieds\";
    
    
    
    bon_number_ieds = tfor_ieds; 
    
    bon_ied_container = [
    "Land>
      Error position: <tfor_ieds; 
    
    bon_ied_container = [
    "Land>
      Error Undefined variable in expression: tfor_ieds
    this is a link to the download for the bon_ieds script
    http://205.196.121.49/qwrvfyi222fg/l...h/bon_ieds.rar
    maybe that will help you - help me

    ---------- Post added at 03:42 PM ---------- Previous post was at 03:27 PM ----------

    Also

    the mission Im attepmting to edit has 3 teams on blufor with 3 members in each team
    TL+2 soldiers
    so its only a 9 man coop
    I would like to lower the amount of forces the WICT adds below 55 as we are finding the missions too overpowering for us when the WICT is on and 3 or 4 tanks roll into a town.
    How would I go about lowering the amount of enemy's WICT creates.

    ------

    Also
    I would like to reduce the amount of ai the TLs can recruit ?
    atm its 6 how would i go about lowering that ?

    Sorry if im asking too much

  4. #104
    Hey

    -----------------------------------
    I would like to lower the amount of forces the WICT adds below 55 as we are finding the missions too overpowering for us when the WICT is on and 3 or 4 tanks roll into a town.
    How would I go about lowering the amount of enemy's WICT creates.

    --> its in enemy\modules\WICT_enemypop\WICT_data\startsetting s.sqf (and refers to enemy\modules\WICT_enemypop\params.hpp).

    EDIT: I would suggest changing the spawn-probability in setupE.sqf instead of lowering the AI-groups!! MSO spawns AI groups itself (like about 30 civi-groups and and also some rmm_enemypop when yu move around) and the "AI-Cap" then leaves space for only about 10-15 WICT-groups if the limit is set to 55, afterwards WICT no longer spawns enemies until AI group count is below the limit set up in Mission-parameters. I just tryed a limit of 30 and then WICT will spawn nothing anymore. Better change the WICT-spawning probability. You can also set it to 20% or less so effect will be that it takes fife times longer to get the same amount of enemies and is limited by AI cap (55, 80, etc.). Its described here "Setting up probabilities": http://wicta2.wikia.com/wiki/Configuring_bases

    -----------------------------------
    I would like to reduce the amount of ai the TLs can recruit ?
    atm its 6 how would i go about lowering that ?

    --> its in the support\modules\rmm_recruitment\dialog_*faction*.h pp files, easy to edit

    ----------------------------------
    Sorry if im asking too much
    --> There are no stupid questions, only stupid answers

    guidance
    Last edited by highhead; Jan 16 2012 at 16:59.

  5. #105
    I just sent Wollfy the latest version of the WICT module and so feel free to grab it! It has performance improvements on WICT with AI cap and slower spawnings and i also worked Jedras configs in (thx Jedra on this one, good work!).

    See Changelog for details:

    http://www.megaupload.com/?d=GOA73DP8

    changelog of WICT_module from vanilla MSO 4.03 (Takistan, only files in WICT module touched):

    13.01.2012, v.014
    - Added Mission-Parameter for turning of BLUFOR-Spawning (on/off) in order to preserve performance (setupW.sqf/params.hpp)
    - changed base markers to mil_circle for wict-bases in "show bases"-mode in main.sqf
    - fixed wrong base-count in diag_log and debug-hints // tested
    - added AI-count debug-hint in corescript.sqf // tested
    - added maximum AI-Group Cap from missionparameters to gain performance in corescript.sqf // tested
    - moved battlefront away from player to near strategic places in corescript.sqf // tested
    -------------------
    14.01.2012, v.015
    - "moved battlefront away from player" working for singleplayer (corescript) // tested, much more potential in this one.
    - Added "ep_total = ep_total+1" to main.sqf again (i deleted it by mistake, but no big deal) // tested
    - Added comments on changes in code
    - changed spawning probability so less units are spawned (also added more snipers)
    -------------------
    15.01.2012, v.020
    - Improved Spawning-Distance (minimum of 800mtrs to average players position, in exeSpawnE.fsm) // tested
    --------------------
    16.01.2012, v.024
    - Added debug-fix of Spawning markers in debug mode (Spawning marker wasnt deleted in exeSpawnE.fsm, easyone) // tested
    - Changed Maximum of WICT AI groups to 120 // tested
    - Added Jedras IRAN-configs (thanks man) to WICT (IRAN needs to be added in enemy\init.sqf tough) // To be tested, but should work out (no Iran-Mod yet)
    - Fixed Camp-building for IRAN in WICT (+ added a default situation "RU") in enemy\WICT_enemypop\main.sqf (thx Jedra again) // tested, https://dev-heaven.net/issues/27695 (tupolov fixed it too, we need to check when merging code)
    - Changed "find battlefront"-code so it can check more locations and added "FlatArea" to battlefront-searchscript (in corescript.sqf) // tested

    >>>>>> v.028 tested and working

    PS: this is not official, its just the wictmodule changed
    Last edited by highhead; Jan 16 2012 at 21:10.

  6. #106
    Excellent highhead - I'll test this tomorrow.

    Anyone noticed units freezing in the middle of waypoints? I think it may be something to do with the caching - i.e. when a unit is un-cached or un-suspended it doesn't continue it's waypoint. I seem to remember reading that caching can affect units with attached scripts - is this a symptom of this?

    Seen it when I have arrived at a convoy startpoint and the units in the convoy are just standing there (and seem to be immune to damage). Also, after I have taken a few rounds to the head and have re-spawned at base, the guys who were patrolling the base are now just standing there.

    I haven't raised a bug yet as I need to get some solid repro (which I will do tomorrow) I just wondered if anyone had come across this.
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  7. #107
    Been toying around with MSO 4.x on my test server past weekend and just wanted to say - excellent work!

    PS: For ppl who don't want a server running 24/7 but still want to run a server in persistent mode over several days/weeks/months just use suspend to RAM (S3) or hibernate to HDD then pick up where you left, works great and saves the environment

    Thank you!

    /KC

  8. #108
    @highhead - been doing some testing today and your new WICT version seems to be OK. I haven't had the chance to do any stress testing with or without the Iranians on my dedi derver yet but will do over the next few days. I did however find an Iranian gun-boat in the middle of the desert, so I may have accidentally added it to one of the configs!!! It was quite cool, but ruined the realism somewhat, so I'll search it out and post the amended config ;-)

  9. #109
    I've added HH's updated WICT module to the MSO GIT repo. Should be included with the next release - hoping this week!


  10. #110
    Quote Originally Posted by Jedra View Post
    I did however find an Iranian gun-boat in the middle of the desert, .... It was quite cool, but ruined the realism somewhat...
    nooooooo.... this is realism! I'm expecting this sort of weird things from all those takistani shop owners!

    joke

    just tell me which string i have to remove or send me respective new config

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