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Multi-Session Operations v4.1 released

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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

I have been thinking that Patrol Ops 2 + MSO = milsim heaven :D

Do you plan to release this project?

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On that note - if anyone has an MSO mission they'd like to distribute as part of the official releases, PM me and we can arrange something. I know it maybe little more complicated if you're merging two missions together like PO2 + MSO, but anything is worth a try.

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Hay wolyyy.au Love the new missions so far. They are a great starting platform in witch to build even more onto. I have a question about the Clafghan coop MSO. How many people have you been able to successfully run simultaneously and what parameter settings were used? I ask this as i am building a ACE Clafghan MSO mission for the realism unit i belong to and need to know if the mission is capable of holding say 30 people. Also i could not find a detailed explanation of all the town marker colors and the difference in signet, human info parameters. One last thing is when ever insurgency style markers are on we get the question marker after we destroy a cache. is that normal?

As for the changes we have made so far is a different repair system, all FOB installation have Sign in points for set spawn, 30 side mission with 5 variants each for a total of 150 side mission. (still being worked on). And a Base life system to populate the FOB and outpost on the map. Currently building a cache system to enable and disable simulations, hide object when players are not at base. Takes minimum of 4 to activate a base but more than 10 players global count will disable all base AI. Needs global count to drop below 5 to reactivate the base life systems. Im still toying with the base systems so i dont even know if its going to be practical. All ai in the base are composed of different nationality's to give the illusion of a joint base.

Edited by Cytreen

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Hay wolyyy.au Love the new missions so far. They are a great starting platform in witch to build even more onto. I have a question about the Clafghan coop MSO. How many people have you been able to successfully run simultaneously and what parameter settings were used? I ask this as i am building a ACE Clafghan MSO mission for the realism unit i belong to and need to know if the mission is capable of holding say 30 people. Also i could not find a detailed explanation of all the town marker colors and the difference in signet, human info parameters. One last thing is when ever insurgency style markers are on we get the question marker after we destroy a cache. is that normal?

As for the changes we have made so far is a different repair system, all FOB installation have Sign in points for set spawn, 30 side mission with 5 variants each for a total of 150 side mission. (still being worked on). And a Base life system to populate the FOB and outpost on the map. Currently building a cache system to enable and disable simulations, hide object when players are not at base. Takes minimum of 4 to activate a base but more than 10 players global count will disable all base AI. Needs global count to drop below 5 to reactivate the base life systems. Im still toying with the base systems so i dont even know if its going to be practical. All ai in the base are composed of different nationality's to give the illusion of a joint base.

Hey Cytreen!

Sounds awsome! Would it be possible to "break down" a vanilla version, since many ppl don't use ACE, too? would be nice!

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Yes indeed Cytreen.

On a separate note .... does anyone have Duala and/or Lingor civ population centres MSO? I'm trying to integrate BattleZone onto Duala and Lingor with all that lovely MSO loveliness!

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Hey Cytreen!

Sounds awsome! Would it be possible to "break down" a vanilla version, since many ppl don't use ACE, too? would be nice!

Only real Dependency is CBA. The side missions are all build using tools from CBA. Other then that you would have to manual add back in the default Injury system and checks. The real problem right now for me is bringing the bases to life and caching them. Right now im just using triggers that activate scripts for enable/disableSimulation and hide object when active. So far the idea is sound but with the trigger constantly checking i fear its adding to much stress to it. Looking into doing the way BIS does it in the OA campaign with there FSM but its going to be kinda hard as i have almost 200 playable slots due to all my units units billets.

Edited by Cytreen

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Yes indeed Cytreen.

On a separate note .... does anyone have Duala and/or Lingor civ population centres MSO? I'm trying to integrate BattleZone onto Duala and Lingor with all that lovely MSO loveliness!

I have a list of locations and positions for Duala for something else I am doing at the moment....

"[[3662.65,2543.07],0,kinsella,300]"
"[[2143.68,3751.11],0,deboor,300]"
"[[3117.67,3941.6],0,djolan,300]"
"[[4474.85,6699.12],0,bolabongo,300]"
"[[1258.46,4403.18],0,simbala,300]"
"[[2068.05,5750.04],0,kwako,300]"
"[[5968.12,3331.8],0,mawimbela,300]"
"[[4117.47,1505.79],0,orellan,300]"
"[[6334.92,2296.41],0,larenga,300]"
"[[6108.64,1267.51],0,kingala,300]"
"[[7555.1,3179.13],0,ursana,300]"
"[[8504.36,3251.68],0,kirabo,300]"
"[[8238.95,5519.18],0,canto,300]"
"[[2997.85,7052.15],0,swonto,300]"
"[[7075.99,8703.19],0,xibo,300]"
"[[5103.55,5133.77],0,nubak,300]"
"[[4605.6,8070.82],0,engor,300]"
"[[5863.29,8154.04],0,casinda,300]"
"[[6821.17,7590.28],0,maluri,300]"
"[[6030.03,7425.15],0,pumado,300]"
"[[4087.9,7793.37],0,molisana,300]"
"[[8068.86,1696.36],0,kimbaka,300]"
"[[3009.59,3455.11],0,zemanovo,300]"
"[[5418.33,1502.98],0,jordin,300]"
"[[8343.24,7508.96],0,dasha,300]"
"[[6704.87,4183.93],0,cova,300]"
"[[3657.84,2994.81],0,noobia,300]"
"[[3407.35,2937.65],0,jarea,300]"
"[[3380.57,3015.73],0,obstc,300]"
"[[3436.58,3117.58],0,dschh,300]"
"[[5307.24,4639.87],0,obmeya,300]"
"[[3646.61,3135.21],0,srange,300]"
"[[3679.24,3069.78],0,bprat,300]"
"[[4130.01,3208.26],0,tfield1,300]"
"[[3919.19,3438.63],0,ambusshal,300]"
"[[1511.45,7659.56],0,phazena,300]"
"[[1389.94,7093.9],0,saria,300]"
"[[1729.25,8233.74],0,ashlakeresort,300]"
"[[2215.67,8337.25],0,vulcano,300]"
"[[1291.63,8803.74],0,pinley,300]"
"[[467.997,7173.47],0,minesini,300]"
"[[2628.61,6636.69],0,bayswonto,300]"
"[[1600.85,7574.37],0,bayhaz,300]"
"[[1463.32,8578.77],0,baylib,300]"
"[[8376.62,2622.64],0,shiwre,300]"
"[[7166.76,2358.18],0,aerotas,300]"
"[[4390.91,2235.91],0,aerokins,300]"
"[[6099.89,6252.33],0,aeromolat,300]"
"[[3069.88,6338.09],0,aeroswont,300]"
"[[3891.96,5103.51],0,gerendeser,300]"
"[[1153.25,7637],0,ihaze,300]"
"[[2253.83,1510.58],0,vixena,300]"
"[[469.495,7367.18],0,prespal,300]"
"[[2192.64,6898.13],0,caspal,300]"
"[[1318.27,6619.24],0,forteza,300]"
"[[1222.07,7952.84],0,upeesdi,300]"
"[[1712.07,1450.43],0,camara,300]"
"[[1856.68,2363.62],0,prison,300]"
"[[1396.75,704.591],0,ramonplant,300]"
"[[2565.11,1803.81],0,cainna,300]"
"[[1773.34,2078.18],0,lina,300]"
"[[3385.66,1491.3],0,fishala,300]"
"[[8990.96,1333.42],0,sttrisha,300]"
"[[8974.27,8699.65],0,mangomakisla,300]"
"[[8619.34,9036.55],0,mangomak,300]"
"[[9405.18,8843.72],0,chaba,300]"
"[[8418.85,7104.54],0,zeelor,300]"
"[[1403.21,4968.6],0,spookdorp,300]"
"[[5439.05,2548.05],0,refugee,300]"
"[[5233.56,3392.29],0,numbo,300]"
"[[1837,1423],0,ACityC_Camara,300]"
"[[8419,7104],0,ACityC_Zeelor,300]"
"[[7121,4883],0,ACityC_Xibo,300]"
"[[1159,8619],0,ACityC_Pinley,300]"
"[[6860.76,7658.86],0,ACityC_Maluri,300]"
"[[5054.78,5252.76],0,ACityC_Nubak,300]"
"[[4601.1,6545.97],0,ACityC_Bolabongo,300]"
"[[2106.12,5642.22],0,ACityC_Kwako,300]"
"[[6326.75,2292.83],0,ACityC_Larenga,300]"
"[[3683.62,2623.58],0,ACityC_Kinsella,300]"
"[[8634.79,3441.95],0,ACityC_Kirabo,300]"
"[[8291.03,5707.78],0,ACityC_Canto,300]"
"[[4655.06,8153.77],0,ACityC_Engor,300]"
"[[1546.97,4203.8],0,ACityC_Simbala,300]"
"[[3160.92,3873.07],0,ACityC_Djolan,300]"
"[[5925.86,3420.25],0,ACityC_Mawimbela,300]"
"[[5235,3434],0,ACityC_Numbo,300]"
"[[6844.04,7652.8],0,AFlatC_Maluri,300]"
"[[5063.08,5234.52],0,AFlatC_Nubak,300]"
"[[4261.37,6738.94],0,AFlatC_Bolabongo,300]"
"[[2135.95,5636.04],0,AFlatC_Kwako,300]"
"[[3728.34,2640.35],0,AFlatC_Kinsella,300]"
"[[6330.89,2316.49],0,AFlatC_Larenga,300]"
"[[4621.11,8152.85],0,AFlatC_Engor,300]"
"[[8273.2,5688.92],0,AFlatC_Canto,300]"
"[[1548.06,4187.17],0,AFlatC_Simbala,300]"
"[[3209.33,3881.82],0,AFlatC_Djolan,300]"
"[[1835.32,1418.34],0,AFlatC_Camara,300]"
"[[8641.89,3408.89],0,AFlatC_Kirabo,300]"
"[[5950.37,3422.88],0,AFlatC_Mawimbela,300]"
"[[6874.78,7524.39],0,AFlatCS_Maluri,300]"
"[[5090.15,5290.78],0,AFlatCS_Nubak,300]"
"[[2530.76,1882,66],0,AFlatCS_Cainna,300]"
"[[4413.51,6514.66],0,AFlatCS_Bolabongo,300]"
"[[2093.83,5860.3],0,AFlatCS_Kwako,300]"
"[[3738.62,2671.67],0,AFlatCS_Kinsella,300]"
"[[6331.85,2391.6],0,AFlatCS_Larenga,300]"
"[[4698.72,8180.43],0,AFlatCS_Engor,300]"
"[[8340.66,5707.98],0,AFlatCS_Canto,300]"
"[[1632.25,4054.98],0,AFlatCS_Simbala,300]"
"[[3386.98,3694.41],0,AFlatCS_Djolan,300]"
"[[8247.33,3257.79],0,AFlatCS_Kirabo,300]"
"[[5833.24,3350.69],0,AFlatCS_Mawimbela,300]"
"[[6436.75,8478.17],0,AFlat_001,300]"
"[[3424.56,7182.98],0,AFlat_002,300]"
"[[5050.33,4397.67],0,AFlat_003,300]"
"[[1375.88,4994.11],0,AFlat_004,300]"
"[[5779.53,1596.15],0,AFlat_005,300]"
"[[7128.68,3122.93],0,AFlat_006,300]"
"[[4800.6,6566.59],0,AStrong_bolabongo_01,300]"
"[[4073.05,6648.01],0,AStrong_Bolabongo_02,300]"
"[[4747.15,6834.31],0,AStrong_Bolabongo_03,300]"
"[[6686.46,7613.85],0,AStrong_maluri_01,300]"
"[[6970.58,7602.1],0,AStrong_Maluri_02,300]"
"[[6777.18,7495.49],0,AStrong_Maluri_03,300]"
"[[5147.82,5392.33],0,AStrong_nubak_01,300]"
"[[5142.65,4844.14],0,AStrong_Nubak_02,300]"
"[[4659.48,5164.82],0,AStrong_Nubak_03,300]"
"[[3767.04,2699.93],0,AStrong_Kinsella_01,300]"
"[[3136.25,2570.47],0,AStrong_Kinsella_02,300]"
"[[4274.54,2573.44],0,AStrong_Kinsella_03,300]"
"[[6343.67,2413.49],0,AStrong_Larenga_01,300]"
"[[6165.2,2220.86],0,AStrong_Larenga_02,300]"
"[[6515.7,2269.37],0,AStrong_Larenga_03,300]"
"[[2222.61,5626.65],0,AStrong_Kwako_01,300]"
"[[2306.84,5859.8],0,AStrong_Kwako_02,300]"
"[[2126.25,6066.77],0,AStrong_Kwako_03,300]"
"[[4761.28,8355.04],0,AStrong_Engor_01,300]"
"[[4760.51,7760.62],0,AStrong_Engor_02,300]"
"[[4297.02,7991.7],0,AStrong_Engor_03,300]"
"[[8141.66,5294.56],0,AStrong_Canto_01,300]"
"[[8629.13,5761.1],0,AStrong_Canto_02,300]"
"[[8000.81,5702.89],0,AStrong_Canto_03,300]"
"[[1244.73,4430.37],0,AStrong_Simbala_01,300]"
"[[1828.65,4123.09],0,AStrong_Simbala_02,300]"
"[[1591.38,3943.14],0,AStrong_Simbala_03,300]"
"[[2812.51,3924.68],0,AStrong_Djolan_01,300]"
"[[3522.31,3396.7],0,AStrong_Djolan_02,300]"
"[[3161.87,3439.36],0,AStrong_Djolan_03,300]"
"[[8387.42,2991.27],0,AStrong_Kirabo_01,300]"
"[[8839.73,3439.07],0,AStrong_Kirabo_02,300]"
"[[8135.17,3285.2],0,AStrong_Kirabo_03,300]"
"[[5808.95,3288.29],0,AStrong_Mawimbela_01,300]"
"[[6459.61,3201.75],0,AStrong_Mawimbela_02,300]"
"[[5901.49,2977.03],0,AStrong_Mawimbela_03,300]"

It's formatted for something else at the moment, but the important info is there...

"[[3662.65,2543.07],0,kinsella,300]"

first bold bit is the location, second bold bit is the name - ignore the rest!

By the way, here's the script I used to generate that list. Just stick it in init.sqf in an empty mission for any island and it should pull out the towns and positions...

_vehicles = configFile >> "CfgWorlds" >> worldName >> "Names";
diag_log format ["Names : %1", _vehicles];
// loop through the config file
for "_i" from 0 to ((count _vehicles) - 1) do
{
   // get the current record and process it if it is a vehicle
_vehicle = _vehicles select _i;
_name = configName _vehicle;
_position = getArray(_vehicle >> "position");
diag_log format ["[%1,0,%2,300]", _position, _name];
};

Apologies for the poor comments and variable names, I just quickly butchered another script I wrote!!

Edited by Jedra

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Cytreen,

MSO comes with two caching systems CEP and NOUJAY caching. Caching should take care of any AI back at base automatically. We also have Spyder's Network Optimization code that will disable "Thing" objects.

Take a look at the caching system for MSO, it should handle what you need.

Tup

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High guys

Yes I do have a working mix of Patrol ops 2 and some of the MSO moduals

I dont plan to release this unless I get people asking for it. as I only did editing to other peoples work I dont feel I should claim any ownership of the mission as mine

it has working modulas from MSO mainly the Support , Enemypop , AEG , Ambient Civilians , Zora, AAR and the whole CA folders

Team leader can call for CAS AND CASEVAC because each class of player gets his own weapons and Items with his rank but TL gets the ACE PRC119 which alows for the radio call for support

Suicide bombers are added along with random Roadside IEDS from Patrol ops with increased chance of enemy guarding the area of the IED

Reworked Rank weapons from patrol with each class getting specific weapons to that class

tryed to implement NOMAD but had too many confilicts I couldnt yet work out with the class and rank and respawn system of patrol + nomad

I do all my testing on my own dedicated server called BL1P LAND STUDIOS

and we play it on our clan server called 25ID PUBLIC

Feel free to join me or us on either server :)

Thanks to MSO guys for letting me use and abuse your mission and thanks to OCB for letting me use and abuse Patrol Ops

Im still making changes to the mission so i guess its a WIP :)

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Yes indeed Cytreen.

On a separate note .... does anyone have Duala and/or Lingor civ population centres MSO? I'm trying to integrate BattleZone onto Duala and Lingor with all that lovely MSO loveliness!

You can just use the MSO global var CRB_LOCS - this should return all locations. If you just want city centres then use the function ["CityCenter",false,"ColorRed","milDot"] mso_core_fnc_findLocationsByType (false etc is for debugging)

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You can just use the MSO global var CRB_LOCS - this should return all locations. If you just want city centres then use the function ["CityCenter",false,"ColorRed","milDot"] mso_core_fnc_findLocationsByType (false etc is for debugging)

Bugger - wish I had found that out yesterday ;-) Nice one.

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Suicide bombers are added along with random Roadside IEDS from Patrol ops with increased chance of enemy guarding the area of the IED

Reworked Rank weapons from patrol with each class getting specific weapons to that class

I've just pushed TUP_IED (a new module for MSO) into the 4.20 GIT repo on Dev-Heaven. This module will spawn ambient IED, VBIED and Suicide Bombers. It will automatically use EOD Add-on if available, otherwise uses my own code. Thanks to Reezo for the inspiration here. There are mission parameter settings to decide the threat level from each. IED's are placed in dynamic locations and not just randomly. The scripts also automatically spawn and delete IEDs in towns/villages based on player proximity - keeping load to a minimum. I've also enhanced our Terrorist Cell module to utilise TUP_IED.

Having play tested this with MSO+EOD+TUP_IED and Nielsen's CIM it really is pretty damn awesome for EOD type ops in Zarg, Taki, Qom etc.

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I've just pushed TUP_IED (a new module for MSO) into the 4.20 GIT repo on Dev-Heaven. This module will spawn ambient IED, VBIED and Suicide Bombers. It will automatically use EOD Add-on if available, otherwise uses my own code. Thanks to Reezo for the inspiration here. There are mission parameter settings to decide the threat level from each. IED's are placed in dynamic locations and not just randomly. The scripts also automatically spawn and delete IEDs in towns/villages based on player proximity - keeping load to a minimum. I've also enhanced our Terrorist Cell module to utilise TUP_IED.

Having play tested this with MSO+EOD+TUP_IED and Nielsen's CIM it really is pretty damn awesome for EOD type ops in Zarg, Taki, Qom etc.

Sounds awsome cant wait to try adding into the one im working on

Do your Suicie dudes shout something scary before they explode m8 ?

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High guys

Yes I do have a working mix of Patrol ops 2 and some of the MSO moduals

I dont plan to release this unless I get people asking for it. as I only did editing to other peoples work I dont feel I should claim any ownership of the mission as mine

it has working modulas from MSO mainly the Support , Enemypop , AEG , Ambient Civilians , Zora, AAR and the whole CA folders

Team leader can call for CAS AND CASEVAC because each class of player gets his own weapons and Items with his rank but TL gets the ACE PRC119 which alows for the radio call for support

Suicide bombers are added along with random Roadside IEDS from Patrol ops with increased chance of enemy guarding the area of the IED

Reworked Rank weapons from patrol with each class getting specific weapons to that class

tryed to implement NOMAD but had too many confilicts I couldnt yet work out with the class and rank and respawn system of patrol + nomad

I do all my testing on my own dedicated server called BL1P LAND STUDIOS

and we play it on our clan server called 25ID PUBLIC

Feel free to join me or us on either server :)

Thanks to MSO guys for letting me use and abuse your mission and thanks to OCB for letting me use and abuse Patrol Ops

Im still making changes to the mission so i guess its a WIP :)

I will love you with my WHOLE FACE if you release this. Something my own group of friends has been asking for for a long long time and none of us are very well versed with the editor.

*HUGE PUPPY LOOK* Pweasee~?

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Do your Suicie dudes shout something scary before they explode m8 ?

Yes, they do.

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I've just pushed TUP_IED (a new module for MSO) into the 4.20 GIT repo on Dev-Heaven. This module will spawn ambient IED, VBIED and Suicide Bombers. It will automatically use EOD Add-on if available, otherwise uses my own code. Thanks to Reezo for the inspiration here. There are mission parameter settings to decide the threat level from each. IED's are placed in dynamic locations and not just randomly. The scripts also automatically spawn and delete IEDs in towns/villages based on player proximity - keeping load to a minimum. I've also enhanced our Terrorist Cell module to utilise TUP_IED.

Having play tested this with MSO+EOD+TUP_IED and Nielsen's CIM it really is pretty damn awesome for EOD type ops in Zarg, Taki, Qom etc.

This is superb news .... I just had a go at adding Reezo's IEDs into BattleZone and it worked well. Will have to have a look at your now Tup - as they despawn etc! Good work mate!

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TUP_IED will integrate with EOD, there is a mission parameter where you can set that.

TUP_IED will place EOD IEDs and Ambient Bombers according to TUP_IED logic. EOD IEDs are no longer just placed on roads, but at gates, near buildings, garbage containers and more (same for TUP_IEDs).

TUP_IED also "enhances" EOD by changing some of the scripts - for example, removing the constraints around placement near objects and also only detonating IEDs if a player activates them etc

TUP_IED will also remove EOD and TUP_IEDs when appropriate.

TUP_IED doesn't include any jamming/disarming functionality. EOD creates radio IEDs that can be jammed.

MSO Ambient Civ Vehicles now uses TUP_IED to create random VBIEDs. This may or may not be EOD IED's with dicker and radio trigger.

TUP_IED varies the damage an IED causes - VBIEDs tend to be larger, Suicide Bombers smaller.

TUP_IED varies the proximity trigger.

TUP_IEDs will explode if damaged.

EOD IEDs may only detonate when triggered by vehicles, TUP_IEDs will trigger regardless.

EOD Triggermen access the damage caused. TUP_IED does not include triggermen, however, it will spawn EOD triggermen for VBIEDs on some occasions if available.

TUP_IED provides settings for IED, VBIED and Suicide Bomber - None, Low, Med, High, Extreme

TUP_IED will automatically place IEDs (EOD or not) in all towns/villages/locations visited by players, meaning you don't need to place anything in the editor. (I may add a check for blackout zones). Won't place IEDs in player starting location.

I've really enjoyed using TUP_IED with EOD and also just using TUP_IED. Would be great to get some feedback when MSO 4.2 is released.

Edited by Tupolov

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Any chance of getting my hands on the module ?

Also can a class be made to be the only class that can disarm/detonate IE the engineer ?

Can your TUP IEDs be blown up with explosive or High caliber Rifle explosive rounds ?

Also :)

Is the suicide bomber side=CIV if so can he be made side=East so that killing him does not remove any rating points the player who shoots him has

Gona DL the EOD just for this Module :)

@Pika if you join the server called BL1P LAND STUDIOS the default mission is the Patrol OPS MSO zargabad which im currently working on

once ya join the mission ya will have the mission in ya MpMissionCache but dont blame me if ya dont like it :)

Edited by BL1P

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I can get you a copy. Can you join our Skype text channel? Just find me on Skype and I can add you.

Tup_ieds will explode if damaged regardless of calibre.

There is no disarm function.

Civs are used but their rating is set at -1000, which I think covers the rating issue.

You don't need EOD for Tup_ied.

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Cytreen,

MSO comes with two caching systems CEP and NOUJAY caching. Caching should take care of any AI back at base automatically. We also have Spyder's Network Optimization code that will disable "Thing" objects.

Take a look at the caching system for MSO, it should handle what you need.

Tup

ACE COOP MSO 70 player Clafghan.

Didnt know that it will auto plug in AI i place on the map in the editor. I figured to do that i would need to write some code to plug them into it but thanks for the heads up. Right now im using the NOUJAY caching system the ACE Clafghan MSO is set to. Would CEP be better sense we plan to run alot of people.

Tupolov i need some information regarding the different town markers colors, the Intel gathering parameters, and the insurgency markers.(with the Ins markers on it tends to pop up after we destroy a chache is that normal?) Can you please provide a details on what each color mean and what each of the Intel parameters actually do and there difference. Im going to be writing a vary extensive briefing that will be able to answer any questions a player might ask.

Tupolov what would you recommend i set to be able to run MSO comfortably with 30 players playing at the same time for the Clafghan map if its even possible? Like what modules should i disable if need be to keep a smooth server performance. I see the the default map is 70 players:butbut: I know it will vary depending on server hardware but id like to get a ballpark figure for the maximum amount of players mso will be able to handle at the same time. Looking into renting a server for this mission only. It will be set up to run weeks at a time to simulate are unit deployments stationed in Afghanistan. I know awhile ago it was only recommended for 12 live players on server at a time but with the amount of improvements you guys have made it should be able to hold more correct?

I love your guys work. Please continue this project. Currently incorporating some of MSO features into our Insurgency maps.

I see you have made your own IED system. Could i possibly get a copy of that sweet soundint TUP_IED? Have you guys manage to fix the respawn and jip problems with Reezo EOD MOD?

sorry for the wall-o-text. Im just vary excited about finishing this project and seeing how people react to it. Thanks for you time guys its vary much appreciated.:D

Edited by Cytreen

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You should check our editors guide (linked to on the first page)

Markers - Blue - secured by BLUFOR. Green - Gue spotted at location, Red - OPFOR spotted at location. White - status unknown. Essentially this represents the intel you are getting from BLUFOR AI and Civs.

I don't personally use Insurgency Markers so don't know.

20-25 players is safe with conservative settings. 5 days is the maximum we have tested to. ARMA typically won't run much longer than that. CLAfghan doesn't have many locations so you will want to turn EN Pop up a bit - check the server logs, try to keep AI at no more than 140. Make nomad a manual save thing, unless players have connection issues. There has been reports of the Beta crashing after a few hours. Don't run WICT for any long period of time. Consider turning off Terror Cells too if you don't need them.

70 players is possible but with things like NOMAD turned off and ambience turned down - this is in the realms of extreme though.

We should be releasing TUP_IED shortly, BL1P and a few others are testing at the moment. I don't want to release anything that hasn't been tested properly for MP play.

Cheers,

Tup

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You should check our editors guide (linked to on the first page)

Markers - Blue - secured by BLUFOR. Green - Gue spotted at location, Red - OPFOR spotted at location. White - status unknown. Essentially this represents the intel you are getting from BLUFOR AI and Civs.

I don't personally use Insurgency Markers so don't know.

20-25 players is safe with conservative settings. 5 days is the maximum we have tested to. ARMA typically won't run much longer than that. CLAfghan doesn't have many locations so you will want to turn EN Pop up a bit - check the server logs, try to keep AI at no more than 140. Make nomad a manual save thing, unless players have connection issues. There has been reports of the Beta crashing after a few hours. Don't run WICT for any long period of time. Consider turning off Terror Cells too if you don't need them.

70 players is possible but with things like NOMAD turned off and ambience turned down - this is in the realms of extreme though.

We should be releasing TUP_IED shortly, BL1P and a few others are testing at the moment. I don't want to release anything that hasn't been tested properly for MP play.

Cheers,

Tup

Thanks for the Reply Topolov. Didnt find any info either the guides regarding the Humant and Sigint intel reports. What kind of server impact do thies have? Is it best to only run 1 of them or both?

Has Reezo IED respawn and JIP problems fixed or has MSO figured a work around for it on dedicated servers? I would like to know this befor i submit reezo IED to be added to our units mod pack. What kind of Server Impact does adding reezo have in MSO?

Keep in mind im using the supplied mso_70_ace_coop_baf_usa_vs_tak_ins_gue_4-10.clafghan as my base so i dont know if this has ben tuned for it already or not.

Thank You Topolov

Edited by Cytreen

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INTEL has little server side impact, markers and triggers run locally to the client.

Reezo, I haven't witnessed any respawn or JIP issues, I believe they were fixed in the add-on version? For Reezo EOD you have to place stuff in the editor, depending on how you do this will decide on how much impact it has server side. That is why TUP_IED auto places EOD IED etc.

All the settings are the same across missions. If I was you I would test different settings and see what the logs state in terms on numbers of AI.

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Cant wait to get the TUP_IED stuff ! Really want to be SCARED again around civs (and their cars, trucks, clutter etc!)

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