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Thread: Multi-Session Operations v4.1 released

  1. #41
    Wooo Hooo
    Yippy

    got it working

    Now Im suffering from a really bad hangover cause I celebrated the merge


    Thanks for the help guys

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  2. #42
    Gunnery Sergeant Wolffy.au's Avatar
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    Always good to hear a good news story! Congrats!

  3. #43
    Quote Originally Posted by Wolffy.au View Post
    Always good to hear a good news story! Congrats!
    thanks m8
    Im really grateful for all the help I got from you guys !!!



    What I have working is an edited Patrol Ops 2 mission working with CAS - CASEVAC - CA civilian modules - dogs - shepards - AAR - Sandstorms - AEG ..

    Gona try add the enemypopulation module and nomad module next ...

    The patrol mission has suicide bombers among the things I edited
    Last edited by BL1P; Jan 29 2012 at 07:17.

  4. #44
    Gunnery Sergeant Wolffy.au's Avatar
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    For anyone that is into MSO development, I've started an MSO Developer's Blog here:
    http://www.ausarma.org/blog/4-mso-developers-blog/

    I am happy to hear about your efforts modifying the MSO for your own missions, and if you wish to submit Blog entries, please let me know.

  5. #45
    Quote Originally Posted by Wolffy.au View Post
    For anyone that is into MSO development, I've started an MSO Developer's Blog here:
    http://www.ausarma.org/blog/4-mso-developers-blog/

    I am happy to hear about your efforts modifying the MSO for your own missions, and if you wish to submit Blog entries, please let me know.
    Great news

  6. #46
    THX again for this awesome Mission guys.


  7. #47
    Hello again

    When I call for a CASEVAC the chopper arrives with a full load of weapons
    Which is bad for me as all players are weapon restricted by rank and class

    where should I add the removeallweapons this; in the casevac scripts ?

    Once again any help welcome

    BL1P

  8. #48
    Hello all,

    Our team has a dedicated and I've been creating a mission for us based on MSO, and everyone is enjoying it..

    I just need some informations regarding MP Rights....is there a way to make an exception, so the Little Bird and the MHQ stay out of vehicle check for MP Rights?

    Also, is there a way to disable only civilian air vehicles, leaving the enemy faction? In Clafghan, civilians mess up our base parking in the middle of the runway and things like that...making it necessary to disable the whole feature =/

    @BL1P: What are you using to restrict weapons by player's class?

    Thank you very much, this is the best mission we've played so far!

    Hoo-rah!

  9. #49
    Gunnery Sergeant Wolffy.au's Avatar
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    Quote Originally Posted by BL1P View Post
    where should I add the removeallweapons this; in the casevac scripts ?
    Yes - somewhere in the rmm_casevac folder. Never edited that folder myself, so you'll have to try and work it out yourself.
    Quote Originally Posted by ArmaholicBR View Post
    I just need some informations regarding MP Rights....is there a way to make an exception, so the Little Bird and the MHQ stay out of vehicle check for MP Rights?

    Also, is there a way to disable only civilian air vehicles, leaving the enemy faction?
    I haven't used MP Rights for a while, but no there was no way (I can remember) to exclude vehicles. If you log a feature request on Dev Heaven, we can look at adding an exclude flag for the next release.

    No, there is no current way to disable civilian aircraft, as they are the default. I think there would need to be some significant coding to get it to work that way.

  10. #50
    Ambient air works by detecting which side is dominant near the hangars and helipads and spawning those aircraft. If it can't detect a side it will default to civilian. The easiest way to reduce the civilian aircraft is to ensure you have Blue forces in and around all the hangars/helipads - stick a BLUFOR riflemen in every hangar for example.

    I recommend Six Updater

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