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#1 Posted at 2011-01-29 10:28        
     


Multi-Session Operations

by
Rommel, friznit, highhead, kieran, Tupolov, wolffy.au, zorrobyte


Description:
The Multi-Session Operation (MSO) is a reality-based game mode: it is a persistent mission simulating real-life warfare to the best of our abilities with ARMA 2's capabilities. Unlike hour-long single-session missions that restart when the players disconnect, an MSO mission can persist for days, weeks even. When you disconnect, your location, health, weapons and ammunition are saved for when you reconnect. Up to 4,000 enemy units could be out there waiting for you 24 hours a day. Most of the components revolve around realism, although its up to the mission editor what their MSO consists of.


Gamemode manuals:
The MSO is a collaboration between Australian Armed Forces clan and AEF Combat Team Bravo.


Installation:
Extract the .pbo file(s) to your ArmA2 Operation Arrowhead\Missions folder.


What are MSO modules?:
The MSO is really a mission building framework, with 3 example missions provided. It contains a number of modules that can be included in your missions if you wish.

The modules provided are:
  • RMM After-Action Reports: You'll need a radio to submit AAR's. Let players that come online after you know where you engaged, how many were there, etc. Usually good to mark it up with a JIP marker.
  • RMM Close Air Support: Call in an A10, Apache or Cobra to lend a hand.
  • RMM CASEVAC (in development): Call in a dust-off chopper.
  • CEP AI Unit Caching: Originally based on Myke's CEP AI Caching, reduces AI squads to squad leaders only if all players are 1000m away.
  • CRB Ambient Civilians, Traffic, Vehicles and Animals: A patched version of the BIS modules that works perfectly on dedicated servers with minimal CPU load.
  • RMM Construction: Simplified Construction module
  • CRB Convoys: Spawns random convoys from the edges of the map to a destination. Great for recon and ambushing.
  • RMM Call To Prayer: Initiates a Call To Prayer multiple times of the day while in Takistan or Zargabad.
  • RMM Developer Debug Console: Great for debug or spawning objects.
  • CRB Dogs: Uses Big Daddy's Blitzy code to provide wild dog packs and patrol dogs.
  • Random Enemy Population: Spawn random enemy throughout the map on hill tops, in forests and within towns. Can populate the map with thousands of AI waiting to spawn when you come within range of them.
  • CRB ATV/Motorbike Flippable: Useful for up-righting ATVs and Motorbikes
  • Gen Carvers Pack Cow: Uses General Carvers Insurgency Pack Cow.
  • RMM JIP Markers: Persistent time stamped markers that stay on the map between sessions.
  • RMM Logbook: Journal for general information
  • RMM Logistics: Simplified Logistics system
  • Multiplayer Rights: Restrict players to infantry, crew and pilot roles (see below).
  • RMM NOMAD: This is the MSO module. NOMAD maintains the persistence in between sessions.
  • R3F Logistics: R3F Logistics for MSO.
  • Recruitment: Recruit and control AI for your squad. Uses Dr Eyeball’s Team Status UI.
  • RMM Revive: Simplified Medic Revive system.
  • RMM View Distance Settings: Set your view distance and terrain grid detail.
  • RMM JIP Tasks: Persistent tasks that stay with players between sessions.
  • RMM Tyres: Allows the changing of tyres on vehicles
  • RMM Weather: Randomly synchronised weather generation and forecast.
  • Customised ZORA: Using BIS ZORA module, generates enemy randomly who will head towards you within a few kilometers of your position. Great for those random incursions.

Item Re-Supply:
Due to the length of these mission, re-supply of building supplies, ammunition and vehicles needs to be catered for. There are 2 types of re-supply:
  • static re-supply (building materials, ammo crates, etc) whereby items are respawned once they have been move 10m from their original location, and
  • vehicle re-supply (vehicles, artillery pieces)whereby, once the item is destroyed will it be respawned.

Sample Missions:
- AAW/ACE vs TK_GUE on Takistan
- BAF vs RU/INS on Chernarus
- GUE/PMC vs RU/INS on Utes
- BAF/USA vs TK_GUE on Takistan
- AAW/ACE vs RU/INS on Chernarus


How do you play the sample missions?:
It is really up to the imagination of your Commanding Officer. Typically this will involve recon, patrols, assaulting static positions, clearing areas and settings up Checkpoints and Fire-bases, or recon and ambush of enemy convoys.

If you’re by yourself, go do some recon or covert ops. Place JIP Markers for what you see and add Tasks to the mission. When the next bunch of guys come in, they can take over where you left off.

Take a moment to familiarise yourself with the layout of your FOB and the resources available to you. When you find the infantry ammunition crates, carefully select your equipment to ensure you can remain combat effective for several days on patrol. Do not count on resupply in the field.


Frequently Asked Questions:
  • Why can’t I connect anymore?
  • Most likely, you’re trying to connect as a different class than you did the first time. Just choose the class you previously used and it should be fine.
    The only other reason is that you’ve run out of lives. You’ll have to wait until the mission is restarted to join again.
  • What am I supposed to do again?
  • Go on a patrol or recon an MSR. Make sure you mark what you engage and see using JIP Markers and fill out your AAR’s ASAP for the rest of the team to benefit.
  • Will the vehicles respawn?
  • They’ll only respawn if completely destroyed. If they are repairable, mark them on the map using JIP Markers and treat it as an objective to recover them.
  • What should I take with me on patrol?
  • MASH tent, ammunition, a mortar is handy, some spare tyres and anything else you think would be great to have in a squeeze.
  • Why is there so much mess at the base?
  • Its all building materials for you to go forth and reproduce. Pack what you need in a shipping container (transport by heli) or in a truck, and go setup a Fire Base on a hill top somewhere. Your team will really appreciate the Artillery if you need to take down something big.

Server Installation and Setup:
The one thing the server admins will need to do is setup MP Rights. Create an mso directory under your server’s ARMA2 directory (for example C:\Program Files\Bohemia Interactive\ArmA 2\mso) and create a text file called mso_uids.txt.

Its contents should look something like this:
[
    ["1234", "CORPORAL", ["crew"]], /*namex*/
    ["4567", "PRIVATE", ["pilot"]], /*namey*/
    ["7890", "LIEUTENANT", ["admin"]], /*adminx*/
    ["6789", "SERGEANT", ["pilot","crew"]] /*namez*/
]
Each line identifies a players UID, rank and roles. Without these, new players should not be able to crew armour, pilot aircraft or use the admin debug console.


Contact :
If you have any questions or are truly interested in making and developing MSO missions with us, then contact us on our website, Skype or Teamspeak.
Forums: http://www.ausarma.org/forum/viewforum.php?f=49
Dev-Heaven: http://dev-heaven.net/projects/mso
Skype: ryeonaaf, rommel160 or wolffy.au
Teamspeak: ts.ausarma.org port 9987


Credits & thanks:
The seeds of the MSO began with Rommel during ARMA 1 until recently when a request was put out to assist in developing this game mode. Nov, 2010 - Wolffy joined in the development of the game mode to the point where we are today. Other members have contributed greatly testing and creating documentation.



This post was edited by Big (2014-08-27 15:58, ago)


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#2 Posted at 2011-01-30 21:49        
     
Awesome mission creation! Just getting started with this on my Dedi Server (Takistan), have one thing I am not clear on. The JIP ALT+Click marking on the map? Does not seem to work?

I have the mso Directory and the text file, what am I doing wrong?


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#3 Posted at 2011-01-30 22:35        
     
Sorry, I left that over in the manual I suspect. It was the old method to create JIP Markers, but Rommel wrote new code to use the Interaction Menu, which clobbered the ALT+Click functionality.

For now, consider it obsolete - hopefully in future, I'll work out a way to get it working again.


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#4 Posted at 2011-01-30 23:58        
     
Been playing it and love it, teams take note of its clan-ability.


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#5 Posted at 2011-01-31 01:57        
     
Hello guys, I'm a little lost also on the AAR system.

I've tried the 0-8 comm, but nothing appears, just a blank menu. Did I miss something?

I'm not using ACE....

thx

This post was edited by Burningpunk (2011-01-31 02:04, ago)


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#6 Posted at 2011-01-31 02:22        
     
Can you confirm your Initialisation messages finished with "Initialisation Completed". The first thing I can think of is you haven't installed your mso\mso_uids.txt file under your ARMA2 directory.


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#7 Posted at 2011-01-31 02:57        
     
Hey mate, we from UnitedOperations.net have a problem with AARs, our ACRE addon replaces the ItemRadio with our PRC343, is there any way to make the mission work for us? I would like to test out AARs but I cant, nothing happens if I select it and I guess its due to the ItemRadio not being in my inventory.

Great mission man, I am lookng forward to play this with my buddies. :)

So did I understand correctly? JIP Markers dont work ATM?

And also - is this fully compatible with ACE?

Hm, on our dedicated server the initialization never passed MP rights... :-/ I told my admin to comment the whole thing in the brackets so its basically "empty"... But still, it does not pass it, there is no AAR avaible, no settings, no nothing. Only log book.... Mh... :( Please advise.

We're using ace, acre, thats the basic big addons...

This post was edited by Megagoth1702 (2011-01-31 04:14, ago)


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#8 Posted at 2011-01-31 03:42        
     
# Megagoth1702 : Hey mate, we from UnitedOperations.net have a problem with AARs, our ACRE addon replaces the ItemRadio with our PRC343, is there any way to make the mission work for us? I would like to test out AARs but I cant, nothing happens if I select it and I guess its due to the ItemRadio not being in my inventory.

Great mission man, I am lookng forward to play this with my buddies. :)

So did I understand correctly? JIP Markers dont work ATM?

And also - is this fully compatible with ACE?
We run with ACE and ACRE and I was sure it was working. Will double check it. Yes, MSO sample mission AAW/ACE on Chernarus is fully ACE compatible and can be used as a template if you remove the AAW custom units.

IIRC, the check for Radio uses the ACE_fnc_hasRadio function, so as long as the radio you're using satisfies that function, it should work.

JIP Markers work fine, if you are on the map and press your 'ACE Interaction' key. Only the ALT+Click functionality is broken.

Added 5 minutes later:

Sorry, just saw this - http://dev-heaven.net/issues/17147 - If you are trying to use ACRE without ACE, it maybe broken as I don't think I've tested that.

This post was edited by wolffy.au (2011-01-31 03:48, ago)


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#9 Posted at 2011-01-31 14:16        
     
Hey wollfy mate thank you a lot!
It worked great yesterday but only on my local server. I had the mso file installed properly and set myself as admin and crew. I could make AARs and what not. :) Cool cool.

[
["372417", "MAJOR",["crew","admin"]], /*Megagoth1702*/
]

Can you tell me what kinds of "flags" I can give a player in the mso txt file? Into your mission description you should also add a list of ranks (not everyone knows them, like me) and a list of "flags" you can assign players.

What can you tell me about the mso folder inside the mission pbo? Is it important? Or just an example? Can I delete it?

I tried running this on a dedicated server and it never passed "init. MP rights", functionality of the mission was broken. I guess my admin did not set up the mso txt file right on the first shot.

EDIT: Ok, I told my admin to put exactly the code in the file that I posted above for testing, he did it and the mission still does not initialize pass MP rights. Whats going on? :(


EDIT: I had a guy connect to my local server where I already put down markers and tasks to test. When he went into the game he could not see any of them, also he didnt have any of your mission specific options avaible (AAR, CAS) only the ace stuff. He also could not pick up crates or do anything mission specific, the only thing that worked was the log book.

Arrrh, I want this to work, lol, its too good!

This post was edited by Megagoth1702 (2011-01-31 15:30, ago)


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#10 Posted at 2011-01-31 22:50        
     
same here, ran it on a dedi and it went to shit. nothing worked but the log and ai recruitment. never passed all inits... i really want this to work as well, it sounds like an amazing thing... and we need more details on the mso, a lot of people seem confused about it.


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#11 Posted at 2011-01-31 23:00        
     
Looks like you need to remove the last comma in your code.
...min"]], /*M...
[
["372417", "MAJOR",["crew","admin"]]	/*Megagoth1702*/
]

I'll include the ranks in the doc for next time. Role flags are admin, crew and pilot.


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#12 Posted at 2011-02-01 02:35        
     
so crew is considered infantry? o.0


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#13 Posted at 2011-02-01 02:44        
     
# thedog : so crew is considered infantry? o.0
Crew are allowed to drive Armoured vehicles. I have a suspicion this is currently broken, but thats what its supposed to do.


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#14 Posted at 2011-02-01 16:01        
     
Hello,

We have set the mso\mso_uids.txt on a dedi server like this:

[
["3065606", "LIEUTENANT", ["admin"]], /*Burningpunk*/
["1693574", "LIEUTENANT", ["admin"]], /*Arcanjo*/
["1475910", "LIEUTENANT", ["admin"]], /*Alex*/
["3089350", "SERGEANT", ["pilot","crew"]] /*Sinistro*/
]

The "Initialisation Complete" message never appears...basically the same problem as megagoth above....


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#15 Posted at 2011-02-01 17:40        
     
Having same problem, Initilization never gets past mp rights. Code is set up as follows.

[
["769729", "LIEUTENANT",["pilot"]] /*Cptkanito*/
["337728", "LIEUTENANT",["admin"]] /*Thermis*/
]