Jump to content

Photo
- - - - -

Multi-Session Operations v4.1 released


  • Please log in to reply
180 replies to this topic
Thread Starter
Wolffy.au
Wolffy.au

    Gunnery Sergeant

  • Members
  • 570 posts

#1

Posted 22 January 2012 - 03:38

v4.1 released!!!!
Over 20 sample missions including: Tigeria, Qom Province, CLAfghan, Lingor, Tora Bora, Podagorsk, Cicada, Takistan, Chernarus, Zargabad and Utes
A2Free, A2CO, ACE missions AVAILABLE!
COOP, TvT, CTI missions AVAILABLE!


Posted Image


Get the latest 4.1 Missions AND MSO Code Base here


Requires CBA - if not using A2Free


Documentation


You need ELITENESS to depbo these missions



Note: We will be regularly patching/fixing the code and missions as feedback comes in, so please check back here for any newer versions.

What's New for v4.10?
Core
- Increased default view distance to 2500m
- Added support for Nielsen's Civilian Interaction Module (running Interaction, Reaction and Extraction components) - init-custom.sqf
- Added ACE hand cuffs, ear plugs and safety googles to players running ACE
- CWR² faction changes
- Added RPT line for total Locations found
- Fixed Default, Eden and Tora Bora settings
- Print mission parameters in RPT
- Added support for EOD Addon - automatically add THOR III ECM to select (ACRE Box, ACE Ruck Box, Basic Weapons Box) ammo crates near "ammo" or "ammo_1" markers.
- Added support for EOD Radio Controlled IED for terrorist vehicles, added IED object to support any IED detection items.
- Fixed path to vehicledrivercheck.fsm
NOMAD
- Updated NOMAD to support manual player state save
- Increased options for Nomad save time in nomad params
- Add menu selection for player to manually save position/state using interaction menu
- Added the use of CBA_fnc_AddMagazineVerified (now that it is working) when restoring player weapon magazines on reconnect (Nomad)
- Added support in NOMAD for adding ACRE base radios on reconnect rather than ACRE radios with IDs.
- Added parameter to control how often Nomad saves player data
Caching
- If group leader dies while group is cached, uncache next leader
- If group is newly split from another group, uncache leader and any drivers
- Updated GTK with mission params
- Removed OSL as now obsolete
- Removed JCache as now obsolete
- Simplified NOU caching further
- Enabled CEP caching to use GTK
- Fixed vehicles caching
- Using GTK with NOUJAY Cache

Ambience
- Added another potential police station building for Everon
- Added passengers to ambient sea vehicles
- Fixed Never Fire code spelling mistake, all removed ammo from aircraft.

Support
- SOM fixes to work on dedicated server
- Fixed CASEVAC to check for hospital or ammo marker for RTB
- Added colour selection to JIP Markers

Enemy
- Increased ZORA max groups and decreased search radius (overall intensity increase)
- Updated logging on HAC scripts
- Added additional parameter value for EN POP spawn distance (20km), so that all EN Pop are spawned on maps smaller than 20km.
- Updated Rydygier's HAC module, fixed acre issue and disabled by default
- Added Tigerian faction
- Fixed WICT if unknown faction is used - camps set to russian by default.
- Fixed enemy pop if unknown faction is used - defaults to russian camps.
- Added new Enemy Pop parameters to control how close enemy may be placed and how close they spawn
- Added RYD HETMAN AI Commander (HAC) as an Enemy Module, added Nou Cache parameters to allow caching to be turned off.
- WICT Update 16.01.2012, v.024 - http://forums.bistud...722&page=11#105 (thanks Highhead)

Missions
- Added SOM to Zargabad mission
- Added MSO Tigeria mission
- Added hospital marker to CLAfghan mission
- Fixed CLAfghan and Tora Bora US respawn issues.

Feedback, issues, bugs
Report any issues here.

What Is MSO?
Multi Session Operations is a modular mission framework. Essentially it is a collection of scripts that create a persistent, living scenario in which the player operates. Unlike regular missions that have pre-scripted objectives, MSO procedurally generates enemy forces that are unpredictable and (semi) random. Players have to think beyond the mere tactical level and build up the intelligence picture, carrying out recce patrols to identify enemy locations and conduct deliberate attacks to neutralise them. Everything is persistent, including equipment, ammo, vehicles and even player lives. MSO is designed specifically for Dedicated Server use.

Recommended Settings / Peformance
Due to the dynamic nature of MSO and its reliance on scripting to generate ambience and dynamic enemy, it can be resource intensive. The default settings are the recommended ones for most maps (although I would recommend All Factions for ambient air if used). If you have a large map with lots of locations (Chernarus) or a large number of players you will want to consider disabling or dialling down ambience or enemy.

If you enable ALL the modules, please do not ask us why it performs so poorly.

Credits
- MSO development team
- Rydygier for HETMAN AI Commander (HAC)
- Highhead for World In Conflict (WICT) updates and support

Edited by Wolffy.au, 22 January 2012 - 03:43.

Posted Image
Posted ImagePosted ImagePosted Image

Pika
Pika

    Private First Class

  • Members
  • 27 posts

#2

Posted 22 January 2012 - 03:42

Awesome! Thanks for this!

Downloading already and looking forward to getting it on the server.

Thanks, man! Keep up the great work!

giorgygr
giorgygr

    Master Gunnery Sergeant

  • Members
  • 1326 posts

#3

Posted 22 January 2012 - 05:58

Well done guyz.
I really have my eyes on this project.

:bigglasses:
"If you think as weapon's behavior simulation..a drunken cowboy riding his horse trying to hit something with his evil-spirit-possessed gun..don't try Lao Fei Mao's excellent addon"

>>>Fixed Exaggerated Weapon Sway <<<
 [/HR]
Hellenic Special Operations
[HSO]_Arm@gedon

Jedra
Jedra

    Warrant Officer

  • Members
  • 2048 posts

#4

Posted 22 January 2012 - 13:45

Wow - you've been busy! Thanks for the work you have put in!
Jedra's Addons
Arma 2 : Enhanced Skills Slider
Take On Helicopters : Take On Taxi | Jedra's Time Trials | Weapon Indicators | No Radar

Tupolov
Tupolov

    Master Sergeant

  • Members
  • 637 posts

#5

Posted 22 January 2012 - 14:04

Quick note on the HETMAN inclusion...

Its experimental at this stage and we await Rydygier's 1.1 release. In the meantime here are the recommended mission parameters for it in MSO.

0. It only works with A2 units - i.e. Russians etc
1. Turn off AI Caching
2. Set Enemy Spawn Distance to 20km
3. Turn off WICT
4. Set HETMAN processing mode to "Fast (Caution)"
5. Turn on Enemy AI Commander
6. Optional - set commander personality
7. Ensure you have Independents set to Friendly to OPFOR in the mission if you include insurgents.

On Qom Province I've set the enemy pop to 50% and that gives HETMAN about 20+ groups and near 300 units to control over the entire map (this may be too much for large MP play). Currently in init-custom.sqf I have set the objective for HETMAN as the "hospital" marker on the map - which is at the BLUFOR base. Within a few minutes HETMAN will have local forces ordered to recon the area and will start to move infantry and armour towards the objective.

On a map like Chernarus, I'd be very careful and set the EN Pop to 33%. Due to the caching changes and spawn distance I would turn off ambient air/sea, dogs, shepherds etc to help with performance.

Enjoy!

Tup

Edited by Tupolov, 22 January 2012 - 15:09.


Posted Image
Posted Image
Posted ImagePosted ImagePosted Image


Jedra
Jedra

    Warrant Officer

  • Members
  • 2048 posts

#6

Posted 22 January 2012 - 20:35

HETMAN works very well with this. Keeps you on your toes especially when faced with a GENIUS enemy commander.

If anyone's interested in keeping with the Iranian theme I was banging on about in the previous thread, here are some set-up arrays to get HETMAN working with them...
Spoiler


Just drop this in enemy/modules/ryd_hac/main.sqf just above

RydHQ_Excluded = [];

and you'll be good to go. You'll need the group replacement config too. Check this post for that.

I have no idea why I have suddenly got obsessed with Iran! Perhaps someone will release a Maldives special forces unit and my focus will drift...

PS. Anyone wanting to get the cwr2 units working should checkout this post from the main HETMAN thread.

Edited by Jedra, 22 January 2012 - 20:41.

Jedra's Addons
Arma 2 : Enhanced Skills Slider
Take On Helicopters : Take On Taxi | Jedra's Time Trials | Weapon Indicators | No Radar

JB1528
JB1528

    Corporal

  • Members
  • 82 posts

#7

Posted 22 January 2012 - 21:21

Any SP missions using this?

Thread Starter
Wolffy.au
Wolffy.au

    Gunnery Sergeant

  • Members
  • 570 posts

#8

Posted 22 January 2012 - 21:58

Any SP missions using this?

All missions work in SP - you just won't be able to customise the settings.
Posted Image
Posted ImagePosted ImagePosted Image

friznit2
friznit2

    Master Gunnery Sergeant

  • Members
  • 1013 posts

#9

Posted 22 January 2012 - 23:13

If you host a new LAN game, you can play 'single player' still but with all the goodness of a regular MSO with parameters etc.
Full instructions for ALiVE are in the Wiki. Join the ALiVE support forum. Sign up for the War Room!

TbPylLU.png

1h83r7t24x9led3fg.jpg

JB1528
JB1528

    Corporal

  • Members
  • 82 posts

#10

Posted 23 January 2012 - 16:34

If you host a new LAN game, you can play 'single player' still but with all the goodness of a regular MSO with parameters etc.


Yeah but last I checked you cant save on them. And many coop missions have no AI.

friznit2
friznit2

    Master Gunnery Sergeant

  • Members
  • 1013 posts

#11

Posted 24 January 2012 - 10:59

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.
Full instructions for ALiVE are in the Wiki. Join the ALiVE support forum. Sign up for the War Room!

TbPylLU.png

1h83r7t24x9led3fg.jpg

kremator
kremator

    Major

  • Members
  • 7527 posts

#12

Posted 24 January 2012 - 13:45

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.

Jedra
Jedra

    Warrant Officer

  • Members
  • 2048 posts

#13

Posted 24 January 2012 - 15:17

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
Jedra's Addons
Arma 2 : Enhanced Skills Slider
Take On Helicopters : Take On Taxi | Jedra's Time Trials | Weapon Indicators | No Radar

friznit2
friznit2

    Master Gunnery Sergeant

  • Members
  • 1013 posts

#14

Posted 24 January 2012 - 15:53

How can you tell if cached groups are attacking each other? They should uncache as soon as the player is in range!
Full instructions for ALiVE are in the Wiki. Join the ALiVE support forum. Sign up for the War Room!

TbPylLU.png

1h83r7t24x9led3fg.jpg

highhead
highhead

    Master Sergeant

  • Members
  • 756 posts

#15

Posted 24 January 2012 - 19:29

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

kremator
kremator

    Major

  • Members
  • 7527 posts

#16

Posted 24 January 2012 - 20:39

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.

BL1P
BL1P

    First Sergeant

  • Members
  • 991 posts

#17

Posted 24 January 2012 - 20:49

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

GET BL1P A BEER

Posted Image


Thread Starter
Wolffy.au
Wolffy.au

    Gunnery Sergeant

  • Members
  • 570 posts

#18

Posted 24 January 2012 - 20:56

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.

Edited by Wolffy.au, 25 January 2012 - 00:41.
Fixed mobile phone typos

Posted Image
Posted ImagePosted ImagePosted Image

Jedra
Jedra

    Warrant Officer

  • Members
  • 2048 posts

#19

Posted 24 January 2012 - 21:12

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...

// 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 ;-)
Jedra's Addons
Arma 2 : Enhanced Skills Slider
Take On Helicopters : Take On Taxi | Jedra's Time Trials | Weapon Indicators | No Radar

friznit2
friznit2

    Master Gunnery Sergeant

  • Members
  • 1013 posts

#20

Posted 24 January 2012 - 22:37

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)
Full instructions for ALiVE are in the Wiki. Join the ALiVE support forum. Sign up for the War Room!

TbPylLU.png

1h83r7t24x9led3fg.jpg