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#31 Posted at 2011-02-11 10:11        
     
Download:
http://dev-heaven.net/projects/mso/files

Change Log v3.31:
- Added Convoy tasks (thanks Kieran)
- Fixed CAS
- CAS Increased fly height to 500m
- Changed caching based on Groups instead of Team Leaders
- Removed disable simulation of Team Leaders to allow them to continue patrolling
- Exits caching FSM if all units dead (hopefully fix the zombie respawn bug)
- Fixed MP rights (mso\mso_uids.txt)
- Added disable MP Rights mission parameter
- Implemented Bon's Pilot/Crew checking FSM
- Added infinite lives mission parameter
- Renabled ALT+Click and SHIFT+ALT+Click functionality for JIP Tasks and Markers

Sample missions included:
- 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

PS: I'm still looking for a volunteer to help update the manuals! ;-)

This post was edited by wolffy.au (2011-02-11 10:34, ago)


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#32 Posted at 2011-02-11 14:08        
     
love mso! glad to see an update. question, could you release a ace/us army version for takistan and or lingor? would be awesome! we want to make the conversion ourselves but we keep breaking stuff lol we have a army version for takistan, but i dont think its running correctly... :(


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#33 Posted at 2011-02-28 09:34        
     
you can try this. its a USMC ACE modifyed version in takistan. Everything works besides vehicle restrictions so you gota remember to change that to true in the parameters. Its changed to a main base down south instead of 2 FOBs. The reason for this is to encourage players to build their own FOBs in key areas. Also encourages checkpoint building on roads. both FOBs were on main roads before. Helicopters changed to Heuys, light armored vehicles where changed to bradleys (no LAVs due to 1. Armor on the map and 2. keep it OA only so players without arma 2 can play aswell. Added MG nests due to a really hard time placing CSW MGs in the small bunkers. added 2 groups of AI to recruit (currently non respawnable). You can either download here or play on my server which runs MSO most of the time monday threw friday. Its name is hypodermic gaming ACE | ACRE or remote hypodermicgaming.net. I am currently working on a modifyed ACE Fallujah MSO (Urban warfare FTW!) a lingor port and a thirsk port. ports will include DAC and new random missions based on map. (Fallujah will include Cache missions, Random IED enplacements that change every x hours, IED factory mission) instead of convoy because convoy dosnt work and i wanted a more realistic feel. lingor and thisrk i havent figured out what im going to do with that yet


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#34 Posted at 2011-04-21 17:58        
     
Great mission, This will be up on the VBAU server once we get the server updated.
Thanks

Only problem I see is with the civilians, When you aproach a town they are all indors and take a while to come out, this means you can pass a town driving and not see a single civilian, is there any way it can be made so some some spawn outside?
I beleive it can be done with the ALICE settings using:
ALICE_populationCoef = <number>; - coeficient to tell system what amount of civilians will be outside doing some action. 0.5 means 50% of civilians will be outside.
Example: BIS_loc_acityc_kozlovka setvariable ["ALICE_populationCoef",1];
Default value: around 0.6

but I dont want to play with your scrips.

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Cry 'Havoc,' and let slip the dogs of war.
That this foul deed shall smell above the earth With carrion men,
groaning for burial.

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#35 Posted at 2011-04-30 16:54        
     
Finally released v3.4

Its 2am here, so I'm not going to do the whole hoopla, but here's the link if you can please update the previous MSO news post.

http://forums.bistudio.com/showthread.php?p=1908816

Thanks in advance (and good night!)


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#36 Posted at 2012-07-13 09:10        
     
Multi-Session Operations 4.4 released!!!

MAJOR PERFORMANCE IMPROVEMENTS!
PERSISTENT DATABASE implemented (experimental)!


Over 20 sample missions including: Celle2, Hazar-Kot, Eden, Tigeria, Qom Province, CLAfghan, Lingor, Tora Bora, Podagorsk, Cicada, Takistan, Chernarus, Zargabad, Celle and Utes

A2CO, ACE, CWR missions AVAILABLE!
COOP, TvT, also CTI missions AVAILABLE



Get the latest 4.4 Missions AND MSO Code Base here
Requires CBA
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 v4.4? Over 200 bug fixes or improvements (see Changelog.txt)

Core
- Added PersistentDB! Now saves mission, player, object, vehicle and location data to external DB. Updated to support latest version of Arma2Net1.11.1 by Scott W and MySQLPlugIn by Firefly. Note: PDB currently does not support R3F cargo functionality, remove cargo before exiting mission. Objects that need to be persisted (i.e. those that are resupplied) should have a name added to them in the editor (or via text replacement in SQM) - this has been done only on COOP missions so far. Turn off NOMAD if you are going to use it, see MSO wiki for PersistentDB installation instructions (https://dev-heaven.net/projects/mso/wiki/Wiki). PDB requires OA 1.60 Beta patch version with CallExtension feature.

- DRN_WEATHER Updated to version 2
- Array addition performance improvements
- Updated default parameters for best performance

Support
- Implemented custom CAS-spawn marker (default as is). Mission designer can place a marker named "CAS_spawn" on the pos he likes CAS to be spawned. Made CAS working on Clafghan (northern populated at least) this way.
- Made WOB_Multispwn independent of CBA
- R3F_logistics Translated to Frenglish
- Check for ACE on initialization of RMM_Revive, R3F_Revive, RMM_Tyres
- Excluded AC130 and UAV until we found a fix (client logics passed to server on disc)
- R3F_LOGISTICS Added Wildcat
- Added R3F_Revive Module (default off)

Enemy
- IED Disarm feature added for TUP_IEDs (must be engineer class or carrying ACE Minedetector / EOD mod THOR III device)
- Client side AI enemy population module "CQB" added! Major performance improvements across the board for MSO.
- Added parameters for ZORA
- Added Sniper Operations to PO2
- Added Auto tasking for PO2
- Added Dynamic Enemy Population to improve performance of En Pop module
- Enemy now populate in map bunkers and fortifications
- Added support for Lingor factions
- Fixed PO2 issues
- Improved ambient bombers
- Added Nuclear Mission to PO2.

Ambience
- Moved ambient civs to client side for major performance improvement
- Added TPW houselights
- Improved ALICE house effects
- Changed ROE for ambient air
- Numerous improvements to ambient civs for better immersion

Missions
- mission.sqm: removed some lamp-logics and surrender module that wandered to server on disconnect
- Added Celle 2
- Updated Lingor
- Updated CLAfghan
- Updated Hazar Kot
- Updated CWR2 on Everon

Other
[SCRIPTS] Nuke can now be easily called locally by a missionmaker (and is executed globally)
[SCRIPTS] Added clientside Radiation-Zone FX for nuke

Known Issues
PO2 tasks sometimes throw errors if there is no suitable position/building available - Terrorist Cells causing performance problems, suggest to avoid for now and just use CQB module for COIN. - Server Crashes with Ambient Emergency Services - PreNLOD error occuring when running PDB with CBA, ACE and ACRE - let us know if you see this - "player not found in playableunits" error when player disconnects, player data not saved occurs intermittently with latest beta patches

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. 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

Thanks to:
MSO development team: Wolffy.au, Tupolov, highhead, friznit, WobblyHeadedBob, zorrobyte, HateDread, kieran, Ryan, Kolmain, and Rommel
- PersistentDB dev "team"
- JMan, Scott W, Firefly
- Ryan, Antipop, Rommel, Militant, Scarecrow and Australian Armed Forces (AAF)
- Friznit, Tupolov, DaveP and Volunteer Commando Battalion (VCB)
- Krause, Beta, Sandiford, JollyResq - United Operations (UO)
- Kremator, SCAJolly, Katipo66, vengeance1, VRCRaptor, Dingbat, CebAlmighty, Jayc-astv, 16AA, VCB and AEF clans for testing
- Alef and Sickboy for CBA conversion for A2Free
- Xeno and Mikero for their Mission Builder Script
- Spyder for Object Network Update (ONU), LoyalGuard for ARMA Electrical Grids (AEG), ArmaIIholic and Highhead for World In Conflict (WICT), LurchiDerLurch for AC130 CAS
- Robalo, USMCWall, Muzzleflash, Wobbleyheadedbob, Hatedread, Zonekiller, VoW Widow, Swedge, Lonestar, SBSMac, Prymsuspec, zGuba, Fireball, Nou, Jaynus, Norrin for bits and pieces we got from you
- CWR² team, IceBreakr, Shezan, Commander, Old Bear for making your mods and islands MSO friendly
- Roy86 for Patrol Ops 2 Module
- Enigma for Weather Module
- BIS for their awsome RV engine
- last but not least: Armaholic.com-team for their continious support for the community


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#37 Posted at 2012-07-25 20:28        
     
Im curious since there is random AI that spawn within the mission would it be possible to disable them and use DAC generated AI? Whats the compatibility between these two?


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#38 Posted at 2012-07-25 22:00        
     
Hi there,

we've been running MSO on our server recently but we've encountered MASSIVE performance issues, even with reduced settings ( no civilians, no civilian traffic, no air traffic at all, no animals, no world in conflict, reduced amount of enemies, etc. basically only what is barebones needed to actually have fun in this ).

We're running a 12 core server from jest, with the AI core put up to 3.8ghz in turbo mode, yet it still stalls out while all 11 other cores just idle ( less than 1% load ) around. That is with less than 20 players ( out of the 64 slots available ) online. Client FPS ( which i think is tied to AI calculations aswell for some stupid reason ) is in the single digit area, even when disabling all graphics settings and looking at the ground.

I'm at the end of things to do, i've exhausted the tech support of the server provider with tweaks, we tried custom bandwidth setting files, everything.

Is there anything we can try to make this even work ? At this point i can't imagine anyone even playing it, like at all, how do you guys actually make this work ?

I'm really desperate by now...


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#39 Posted at 2013-06-04 14:57        
     
Hi there, I've just downloaded MSO but I can't get it to work, it keeps giving this message "no entery'bin\Config bin/CfgWorlds.6RC'" I think it means I haven't got a certain map? can someone help please.


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#40 Posted at 2013-07-29 16:21        
     
Can someone PLEASE make a video showing people how to make an MSO mission from scratch, cos I'm having a really hard time and I'm not finding the editor's manual helpful at all.

Sorry for the inconvenience, but I really want to be able to make my own MSO missions...

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#41 Posted at 2013-08-02 12:23        
     
Bump. Please can someone gimme a hand because I really wanna play this!

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#42 Posted at 2013-11-26 00:33        
     
So, im not used to the external download they have here, i downloaded all the zip files, and all i could find pbo-wise were missions, is there supposed to be more or am i doing something wrong?


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#43 Posted at 2013-11-26 07:51        
     
You are supposed to find pbo's in the archives you downloaded. Can you tell me what the question is?

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#44 Posted at 2014-03-08 17:12        
     
Anyone now how to make that MSO mission for A2free ? i want to show friends how great it is. And have no idea how to make it. So could anyone can tell.. or better anyone can make it and send it over.

Greetings

This post was edited by Rathgar (2014-03-08 18:10, ago)


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#45 Posted at 2014-06-06 09:49        
     
hey guys!

I have been working on a MSO mission on sahrani.
Problem is: for some reason, I can't get the civilians to be the sahrani civilians :(
the faction name for the civs is :"sah_civilian_faction"
(http://www.armaholic.com/page.php?id=9849&highlight=SAHRANI)
I have tried add sahrani to the ..\ambience\modules\crb_civilians\crB_AmbCivSetup file, using this code:

case "smd_sahrani_A2": {
BIS_alice_mainscope setvariable ["trafficDistance",1000];
BIS_alice_mainscope setvariable ["spawnDistance",800];
BIS_alice_mainscope setvariable ["ALICE_townsize",800];
BIS_alice_mainscope setVariable ["townsFaction",["sah_civilian_faction"]];
BIS_alice_mainscope setVariable ["civilianCount","round (2 * (sqrt %1))"];
};

this did not work, it is still spawning taki civs

If anyone knows how to solve this problem, please reply!