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Thread: Multi-Session Operations v4.1 released

  1. #11
    MSO probably won't like being saved in single player, it'll likely break the scripts though I can't say I've ever tried. But until someone very clever gets ArmA2SQL or PersistentDB working with MSO, there'll be no way to save the current state in MP. In it's current form it's really designed to be run on a server in persistent mode for several days at a time. Team Leaders can recruit friendly AI as standard though.

    I recommend Six Updater

  2. #12
    Second Lieutenant Kremator's Avatar
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    Is there an easy code that I can implement that only caches civs, their vehicles and animals ? Having this would be amazing, but my coding efforts fall REALLY short.

    I get strange behaviour when cached/suspended groups attack one another - so would rather not cache those.

  3. #13
    Quote Originally Posted by Kremator View Post
    Is there an easy code that I can implement that only caches civs, their vehicles and animals ? Having this would be amazing, but my coding efforts fall REALLY short.

    I get strange behaviour when cached/suspended groups attack one another - so would rather not cache those.
    If you check this post from the previous thread, I believe Wolffy implemented a way to eclude groups from cacheing. Maybe worth experimenting with if it did indeed get implemented in 4.1
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  4. #14
    How can you tell if cached groups are attacking each other? They should uncache as soon as the player is in range!

  5. #15
    Quote Originally Posted by Kremator View Post
    Is there an easy code that I can implement that only caches civs, their vehicles and animals ? Having this would be amazing, but my coding efforts fall REALLY short.

    I get strange behaviour when cached/suspended groups attack one another - so would rather not cache those.
    hi doc!

    Civis are cached by default, they "uncache" (better: get respawned) if players within range of town.

    which behaviour do yu get from uncached units btw?

    have fun

  6. #16
    Second Lieutenant Kremator's Avatar
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    Hmmmm I was seeing friendlies (and enemy) getting cached - which is something I don't want for ZKs Battlezone mission.

    I will try the fix Jedra commented on and get back to you all.

  7. #17
    Hi..

    hope this isnt too rude a question
    But how would I go about adding your support module into another mission ?

    My editing skills dont go much beyond Crtl+c and Ctrl+v

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  8. #18
    Gunnery Sergeant Wolffy.au's Avatar
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    The rmm_gtk_exclude method mentioned previously does work in v4.1.

    Re AI vs AI, I previously had code where if AI from 2 different sides come into range, they decache. I'm not sure whether this makes caching less effective, so I didn't include it in v4.1.

    I can make it an option I guess.

    Kremator, if you could log a ticket on DH so I don't forget about.it.
    Last edited by Wolffy.au; Jan 24 2012 at 23:41. Reason: Fixed mobile phone typos

  9. #19
    Quote Originally Posted by Kremator View Post
    Hmmmm I was seeing friendlies (and enemy) getting cached - which is something I don't want for ZKs Battlezone mission.

    I will try the fix Jedra commented on and get back to you all.
    Something like this should work...

    Code:
    // build an array of west groups
    _westgroups=[];
    {if (count units _x>0 and side _x==west) then 
     {_westgroups=_westgroups+[_x]}} forEach allGroups;  
     
    // build an array of east groups
    _eastgroups=[];
    {if (count units _x>0 and side _x==east) then 
     {_eastgroups=_eastgroups+[_x]}} forEach allGroups;
     
    // disable caching for West groups
    {_x setVariable ["rmm_gtk_exclude", true];} foreach _westgroups;
     
    // disable caching for East groups
    {_x setVariable ["rmm_gtk_exclude", true];} foreach _eastgroups;
    You'll need to run it regularly to capture new groups that are created.

    Not tested and probably longer than you need, but I am long-hand kind of guy ;-)

  10. #20
    Quote Originally Posted by BL1P View Post
    Hi..

    hope this isnt too rude a question
    But how would I go about adding your support module into another mission ?

    My editing skills dont go much beyond Crtl+c and Ctrl+v
    Not rude at all. MSO is designed from the ground up to moduler so you can add bits to other missions. Easiest method:

    1. Copy the BASE_MISSION folder provided in the MSO download
    2. Rename the folder to whichever map you want (e.g. mymission.chernarus)
    3. Copy the mission.sqm that you've made in the editor into that folder (see the MSO editor guide for details, but you'll need at least some playable units and respawn_West marker)
    4. Look in the MSO module folders in ambience, core & enemy and in each modules.hpp comment out all the modules (// in front of them).
    5. Obviously leave the Support modules untouched

    That's not particularly neat and tidy as you'll still have the whole MSO framework (which is a 7Mb now - quite chunky for a mission), but it should work fine. Once you get more familiar with how it all hangs together you can delete bits you don't use to save space (e.g. you can safely delete the folder for any module you comment out)

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