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Thread: Multi-Session Operations v4.1 released

  1. #131
    Quote Originally Posted by Kremator View Post
    I CAN'T ignore a full RPT .... its unnatur'l cap'n ! It be against the laws o' nature!
    Damn It Scotty I need that clean RPT now --

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  2. #132
    Yo guys!

    Updated Version of MSO 4.1 PO2 Module v0.082 RC:
    Download

    MSO is stock (4.1) and PO2 module pure (only task system)
    Be sure to turn on PO2 Module in parameters!

    - check in at BAF MHQ for specops
    - added "Abort operation"-functionality at MHQ
    - added suicide-bomber mission
    - some tweaks for MSO
    - fixed file-missing error for unit-joining and dismissing (thx for report)

    updated devheaven ticket also!
    enjoy!

    PS:
    I turned off WICT and PO2 by default so yu can select which system yu wanna have, to not overdose MSO!
    Last edited by highhead; Feb 20 2012 at 17:57.

  3. #133
    You da man! Thanks Highhead
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    6Gb DDR3 RAM. Corsair 650W PSU.

  4. #134
    Gunnery Sergeant Wolffy.au's Avatar
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    Author of the Thread
    Quote Originally Posted by BL1P View Post
    If I wanted to award Lives for the Nomad script how would I go about that ?

    For example I would like to award 1 life to all Players if an objective is completed.
    Would also like it to award the life to any players who have been disconnected because of 0 life's since the mission start
    The NOMAD system does work like that unfortunately. It calculates the maximum number of deaths over a period of time, that applies equally to everyone. You can change your own number of deaths AFAIK, so it means you can't do what you're trying to do with out seriously modifying NOMAD.
    Quote Originally Posted by highhead View Post
    updated devheaven ticket also!
    I'll update the GIT repo with this version in the next couple of days.

    EDIT:
    Quote Originally Posted by Wolffy.au View Post
    You can change your own number of deaths AFAIK, so it means you can't do what you're trying to do with out seriously modifying NOMAD.
    Let me clarify that statement - in NOMAD, there is a variable in missionnamespace, that stores your total number of deaths. You could decrement that value to provide extra lives to players.
    Last edited by Wolffy.au; Feb 20 2012 at 21:03.

  5. #135
    Gunnery Sergeant Wolffy.au's Avatar
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    MSO Urban Ops (A2CO & ACE) - v4.20 Release Candidate
    http://dev-heaven.net/attachments/do...ions_4-20RC.7z

    All default core, ambience and support modules.

    Enemy modules are:
    • Terrorist Cells
    • Tupolov's Ambient IEDs
    • ZORA
    • OCB Patrol Ops2 (thanks Highhead)
    The zip file contains all of MSO v4.20 for reference.

    Please ensure all bugs relating to this download are logged at dev-heaven.net.

  6. #136
    Second Lieutenant Kremator's Avatar
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    For the updated TCells, IEDs and ZORA - I can just copy/paste the folders into my 4.1 ?

  7. #137
    Quote Originally Posted by Kremator View Post
    For the updated TCells, IEDs and ZORA - I can just copy/paste the folders into my 4.1 ?
    No. IED needs to be initialised in the various init.sqf, description.ext and modules.hpp files etc.

    You may just want to copy everything over...

    We have some bug fixes coming too for the RC, hoping Wolffy can post a newer version today/tomorrow.

    ---------- Post added at 04:22 PM ---------- Previous post was at 03:25 PM ----------

    Guys,

    wrt PO2, Is there anything that needs to be added to a stock MSO sqm? If so, can we script it so that we don't have to update each and every sqm?

    Just testing PO2 and i've no way of getting tasks allocated to me? I'm using the stock MSO Zarg mission from MSO 4.1 with the latest 4.2RC code.

    Tup


  8. #138
    Quote Originally Posted by Tupolov View Post
    Guys,

    wrt PO2, Is there anything that needs to be added to a stock MSO sqm? If so, can we script it so that we don't have to update each and every sqm?
    Just testing PO2 and i've no way of getting tasks allocated to me? I'm using the stock MSO Zarg mission from MSO 4.1 with the latest 4.2RC code.
    Tup
    Yo m8!

    Everything needed for the taki-version is already scripted to not affact mission.sqm. It needs a MHQ ("M1130_HQ_unfolded_Base_EP1") for Task-assignment at MHQ and a "respawn_uk" marker for "return-point" (_rtp, where supplies are placed) and finding the nearest MHQ. This can be done better i know, and im on it (finding an object that is always at base in any mission is not that easy) - so maybe adding markers in mission.sqm is the better way.

    try my takistan-version and check in at the nearest "M1130_HQ_unfolded_Base_EP1" (MHQ).
    Be sure to turn PO2 "ON" in mission parameters!

    guidance

    PS: i'll check the Zargabad version out now, to check it
    PPS: LOL, Zargabad can't work without Respawn_UK - i'll update a version which catches this. Should be ready after dinner
    Last edited by highhead; Feb 21 2012 at 16:27.

  9. #139
    HH,

    You tha man, great job on this. So, if I script the placement of an M1130 near the ammo marker (which should be present in all sqms) then it should just work?

    Also noticed some overlap between PO2 and MSO:

    - Auto Detect ACE to add ACE weapons to weapons box (we had this in dev)
    - Auto Detect ACRE to add radios to weapons box
    - Mission adjustable Start Time
    - Depolyable Mobile HQ
    - Players can respawn at Base on Death
    - Players can respawn at Deployed MHQ on Death
    - Players can move to Deployed MHQ on JIP
    - Players can field repair vehicles
    - Players keep gear after respawn
    - Players get notified of a new task
    - Loadable Ammoboxes
    - Ace weapon boxes
    - Alternate Wounding System to ACE
    - First Aid for all players
    - Ability to apply First Aid to Self between certain thresholds
    - Ambient IEDs
    - AI recruitment
    - Liftchoppers can lift vehicles
    - Vehicles can be repaired and rearmed
    - Added extra Logistics for Static Weapons, Defences and ammoboxes

    Are we removing any redundancy here?

    Tup

    ---------- Post added at 06:54 PM ---------- Previous post was at 06:28 PM ----------

    This is what I added to the PO2 init.sqf to place an M1130
    Code:
    	// If no HQ then create one
    	if (isNil "HQ") then {
    		private ["_radiomarkers"];
    		_radiomarkers = ["ammo","ammo_1"];
    		{
    			private ["_pos","_newpos"];
    			if !(str (markerPos _x) == "[0,0,0]") then {
    				_pos = markerPos _x;
    				_newpos = [_pos, 0, 20, 2, 0, 0, 0] call BIS_fnc_findSafePos;
    				HQ = "M1130_HQ_unfolded_Base_EP1" createVehicle _newpos;
    				diag_log format ["Creating Patrol Ops MHQ at %1", _newpos];
    			};
    		} foreach _radiomarkers;
    	};
    This was placed above this bit...

    Code:
    	if(isNil "HQ") then {
    		//make Check-in Action on MHQ available for all players and add action locally (for JIP);
    		HQ = nearestobject [getmarkerpos format["respawn_%1", playerSide],"M1130_HQ_unfolded_Base_EP1"];
    	};

  10. #140
    Quote Originally Posted by Tupolov View Post
    HH,

    You tha man, great job on this. So, if I script the placement of an M1130 near the ammo marker (which should be present in all sqms) then it should just work?

    Also noticed some overlap between PO2 and MSO:

    - Auto Detect ACE to add ACE weapons to weapons box (we had this in dev)
    - Auto Detect ACRE to add radios to weapons box
    - Mission adjustable Start Time
    - Depolyable Mobile HQ
    - Players can respawn at Base on Death
    - Players can respawn at Deployed MHQ on Death
    - Players can move to Deployed MHQ on JIP
    - Players can field repair vehicles
    - Players keep gear after respawn
    - Players get notified of a new task
    - Loadable Ammoboxes
    - Ace weapon boxes
    - Alternate Wounding System to ACE
    - First Aid for all players
    - Ability to apply First Aid to Self between certain thresholds
    - Ambient IEDs
    - AI recruitment
    - Liftchoppers can lift vehicles
    - Vehicles can be repaired and rearmed
    - Added extra Logistics for Static Weapons, Defences and ammoboxes

    Are we removing any redundancy here?

    Tup

    ---------- Post added at 06:54 PM ---------- Previous post was at 06:28 PM ----------

    This is what I added to the PO2 init.sqf to place an M1130
    Code:
    	// If no HQ then create one
    	if (isNil "HQ") then {
    		private ["_radiomarkers"];
    		_radiomarkers = ["ammo","ammo_1"];
    		{
    			private ["_pos","_newpos"];
    			if !(str (markerPos _x) == "[0,0,0]") then {
    				_pos = markerPos _x;
    				_newpos = [_pos, 0, 20, 2, 0, 0, 0] call BIS_fnc_findSafePos;
    				HQ = "M1130_HQ_unfolded_Base_EP1" createVehicle _newpos;
    				diag_log format ["Creating Patrol Ops MHQ at %1", _newpos];
    			};
    		} foreach _radiomarkers;
    	};
    This was placed above this bit...

    Code:
    	if(isNil "HQ") then {
    		//make Check-in Action on MHQ available for all players and add action locally (for JIP);
    		HQ = nearestobject [getmarkerpos format["respawn_%1", playerSide],"M1130_HQ_unfolded_Base_EP1"];
    	};
    Yeah TUP!

    LOLLLLLLLLL! Yu are much quicker than me can even post - me noob-coder!
    Yeah that should fix it, exactly! Thanks m8! i was just uploading a fix like this but would have placed it on respawn_"playerside" but yours is much better then.

    This would be my quickfix working for takistan and zargabad with stock code from yours (only takistan mission.sqm is from takistan MSO 4.1). PO2-Init just checks if there are MHQs near respawn_"playerside" and if none are found it creates one:
    http://www.mediafire.com/?w1m1q2857uvgoo7 - zarga
    http://www.mediafire.com/?7o963rws4e7ftc4 - taki

    For the redundancies --> i was removing all PO2 stuff like the ranking/limited ammoboxes/liftchopperthing/recruiting/respawning/repairing etc. that didn't fit since it was in MSO already. So it is really the PO2 core itself, no respawning/revive/repairing/etc. functions are loaded from PO2 - i even deleted refernced functions and all unused files and checked RPT afterwards etc.. It is only the Task-Spawning thing (including the PO2 spawning functions). i tested it quite well, and didnt run into a PO2 feature only MSO. Only thing i can remember is that yu have 2 communication-actions on civis with PO2 on, since you can ask them for special task information - i didnt want to to touch any other MSO Civi module for integrity so i just left that in PO2.

    I'm really thankful for the list tough - so i will go thru it esp. ACE stuff!
    would be nice if you could send me your latest version or shall i get it from GIT?

    enjoy

    PS: i forgot to say that i was just waiting for this version to exclude PO2 IED stuff. it was only in before since there was none other IED stuff.
    Last edited by highhead; Feb 21 2012 at 19:51.

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