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Thread: Multi-Session Operations v4.4 released

  1. #41
    Quote Originally Posted by Dkoke View Post
    Evening,

    I'm attempting to create an OPFOR vs GUE in Chenarus, but it seems that when I have the dynamic enemy population script set to ON, I get all types of different AI apart from the ones I set to true in the parameters.

    Does anyone know why or how to fix this problem?

    Other than that this is a awesome mission template! Hope to make many more awesome missions, Thanks!
    Hey Dkoke!

    Will have to check if GUE vs. OPFOR is possible with its current mechanisms, as GUE is in enemy-factions at the moment and i guess you want to play as GUE against opfor (russians for example). Did i get that right? Quite sure it is possible but need to take a look.

    Guidance

  2. #42
    @highhead

    Morning, I basically took the 32 ACE BAF&USMC vs RU in Chenarus mission and tweaked it to where you play as the Russians. I am using ACE Russians I believe, and I have the parameters to where it will only spawn Chenarus GUE. I get the correct spawns with dynamic enemy population OFF, but with the down side of horrible FPS. With DEP ON, my FPS is 2x better but I get weird spawns of Takistan forces, It even spawned a beached US carrier in Chernogorsk!

    I was tooling around in the
    my documents/Arma2profiles/*/missions/(missionname)/enemy/modules/rmm_enemypop/main_dynamic file
    and was trying find where the problem might be, but searched to no avail

    Thank you for the input, and once again I can't begin to describe how geat MSO is.

    @Wolffy

    Morning, I have patrol ops 2 enabled. But I've yet to try it with dynamic enemy population OFF. It seems when PO2 is on with DEP, I got a mission to kill a friendly motorized unit, kinda odd.

    Thank you for the input! Hope I can provide at-least some useful information for development

  3. #43
    I find that Dynamic enemies (CQB and Enpop) do help improve FPS quite a bit. Some players report even better performance when I disable AI caching with dynamic enemies but I must investigate more since I tend to mix up module settings alot.

    Anyone else tested using Dynamic enemies + NOU_cache vs Dynamic enemies and no caching? What would be the benefit of using a caching module in conjunction with fully Dynamic enemies?

  4. #44
    Quote Originally Posted by razool View Post
    I find that Dynamic enemies (CQB and Enpop) do help improve FPS quite a bit. Some players report even better performance when I disable AI caching with dynamic enemies but I must investigate more since I tend to mix up module settings alot.

    Anyone else tested using Dynamic enemies + NOU_cache vs Dynamic enemies and no caching? What would be the benefit of using a caching module in conjunction with fully Dynamic enemies?
    Hey Razool!

    Pleased to hear our performance improvements work out! And yes, it really can be that disabling caching if using dynamic enemies will additionally gain some fps - not prooved yet but i can imagine since caching occurs only within a 500 mtrs range before the units are despawned (f.e. enemypop: 2000mtrs despawn range, but at 1500 mtrs caching starts) its not needed anymore, and can be disabled. Would be cool if you could just try it and give us feedback. Though, if using static enemypop it should be switched on.

    dkoke, really interesting to see this approach - please feel informed, that we didnt try out this usecase yet, so playing as opfor is also new for us (we did some TVT versions, but those are a bit different - maybe depbo one of thos missions and see if it helps ya). But i dont`t think that those takistani groups are caused by you playing as opfor but some failsafe default value is taken because the system doesnt find a group-class for a certain faction so, BIS_TK is taken as default. I saw that on lingor but only a few times on some few groups, so i will take a look at it!

    Enjoy!

    Edit: Dkoke, i sent yu a PM. Try this!
    Last edited by highhead; Jul 13 2012 at 13:11.

  5. #45
    I tryed disabling AI Caching, but i couldnt see any impact - i tryed it on Lingor. I think its safe to turn it off in mission params at missionstart though, one script less running

  6. #46
    Master Gunnery Sergeant Yokhanan's Avatar
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    Not sure if I asked it awhile ago or not, but I was wondering if someone can please direct me to where I can edit in custom weapons for MSO. Was trying to find where to add in custom weapons for example: "mso_24_a2co_cti_us_vs_tak_vs_gue_4-4.takistan", but couldn't find anywhere to edit in my own classes. Maybe I need to get an eye exam, but I'm at a loss for the moment. So if anyone has had experience with tweaking MSO to add in their own weapons for their squad/clan and can point me in the right direction, that would be fantastic.

    In Loving Memory of my Uncle Mike. RIP 1-31-13

  7. #47
    To make a custom weapons crate you can use script like this.


    @highhead: yea I disabled GTK and caching and didn't see much difference in performance except a bit more stable server FPS, will know more after our next big op. I'm guessing the caching will help more when using standard PO2 objectives (not dynamic) and/or editor-placed enemies for custom missions.
    Last edited by razool; Jul 14 2012 at 23:32.

  8. #48
    Master Gunnery Sergeant Yokhanan's Avatar
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    Ah ok, so I can just place the crate (crate/script) down and the map and that's it? I thought I would have to find a hpp or script to edit the weapons I want added that you can buy at the hQ's and stuff like in Warfare how you have to buy your equipment. So in the case of the CTI MSO I thought I'd have to track a file down in there to edit.

  9. #49
    Yea my bad I should've read your post more carefully, I've never played CTI MSO but if you look in "enemy\modules\BIS_Warfare\template.civilwar" folder there's a file called "Config_Loadouts.sqf" that contains a long list of weapons and ammo with cost, you can prolly start with that.

  10. #50
    Would it be possible to add an option to disable ACE Wounds when running ACE versions of the maps (I can't do it myself because I don't know anything about Editor)?

    Because I'm using COSLX and I like SLX Wounds system better but ACE version of the map just overrides it and makes it so that medics can't heal anyone at all.

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