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Arma 2 ACE Multi-Session Operations thread


=VG= SemlerPDX

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Gaz =VG= LAN_WROTE ...

My point here is, the loadout, I used the M4 from the loadout, everything else was thrown. Backpack was a 0.5KG heavier than it has to be, No medical supplies really, Some random crap in the backpack like IR strobes and smokes.. The only thing i need from the kit was the M4 ironsights it gave me. Other than that i spent all my time getting rid of everything it gave me, then re-established my kit from bottom up once again, a process that usually takes me about 1:30 to about 3-4 minutes of confusion and fustration..

The point is, why give me the backpack if it dosnt have any medical supplies, It weighs 0.5 more than it should, is packed full of basically useless stuff.. I could just stop grab some hand grenades, if it as a night op, some IR strobes and i'd be good... theres no need to add all the filler stuff that can be done by anyone in 30 seconds.. it just makes it that much longer...


The reason the backpacks aren't filled with medic gear is that having every soldier running around with tons of medical equipment removes the point of having medics. As stated in the loadout thread though, backpacks will be empty for most loadouts, obvious exceptions being Medic and AT Specialist.
The strobe was an item the script maker had in there that I missed when removing stuff.

My POV on the purpose of the loadouts is mainly to add a little realism by everyone carrying related weapons, having standardised equipment such as frags/smokes/basic IFAK, and choosing weapons that allow the most versatility while being able to share ammo.

When I said the script over to savage I'll include a list of all the ammo/usable items included in the loadouts, which will hopefully lead to just one ammo crate in the spawn area that will enable re-supply and backpack filling.
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Rearming the choppers is now a true pain in the ass and most of the time it just doesn't work.

To rearm/repair/refuel the AH-64:
1. Land close to trucks.
2. Drive fuel truck up to chopper.
3. Click refuel.
4. Wait.
5. Drive truck back to its position.
6. Drive repair truck up to chopper.
7. Click repair.
8. Wait.
9. Drive repair truck back to its position.
10. Drive ammo truck up to chopper.
11. Click rearm.
12. Fiddle with the horrible menu.
13. Wait.
14. Get out of ammo truck and enter chopper.
15. Confirm that the rearming didn't include flares/missiles/whatever.
16. Click rearm and fiddle with menu again.
17. Wait.
18. Confirm that the loadout is now fine.
If not repeat step 16, 17 and 18.
19. Exit chopper and enter ammo truck.
20. Drive ammo truck back to its place.
21. Exit ammo truck and enter chopper.

I heard you guys had a pad for all this hazzle before. Why was it removed?
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ridDle =VG= LAN_WROTE ...

Rearming the choppers is now a true pain in the ass and most of the time it just doesn't work.

To rearm/repair/refuel the AH-64:
1. Land close to trucks.
2. Drive fuel truck up to chopper.
3. Click refuel.
4. Wait.
5. Drive truck back to its position.
6. Drive repair truck up to chopper.
7. Click repair.
8. Wait.
9. Drive repair truck back to its position.
10. Drive ammo truck up to chopper.
11. Click rearm.
12. Fiddle with the horrible menu.
13. Wait.
14. Get out of ammo truck and enter chopper.
15. Confirm that the rearming didn't include flares/missiles/whatever.
16. Click rearm and fiddle with menu again.
17. Wait.
18. Confirm that the loadout is now fine.
If not repeat step 16, 17 and 18.
19. Exit chopper and enter ammo truck.
20. Drive ammo truck back to its place.
21. Exit ammo truck and enter chopper.

I heard you guys had a pad for all this hazzle before. Why was it removed?


Afaik it went away when CAS got removed, even so we've used a simple pad where you drive onto or land which rearms, refuels and repairs.
Sure it takes a little while but it works and I like that idea better than the trucks.
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SavageCDN =VG= LAN_WROTE ...

Yeah I agree a simple pad is best.. it's on the todo list :)



I came across a vehicle repair/rearm script for a mission I was making awhile back. May be worth looking at if it'll serve the purpose for us, or modify for our needs perhaps?
Seems simple enough, just land/drive onto the pad, scroll menu to Service. Think it only works with stock Arma 2/OA vehicles, but should be fine for the attack choppers we use.
Looked simple enough to alter the script for modded vehicles too, just a case of adding classnames and ammo types to the script.
gc_vrs.rar
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Thanks Calv I'll check it out.


Post from MSO Dev re: web integration

Hi Savage,

Maybe out before NG, depends if I can get it finished ready for the 4.6 launch
Believe it or not its changed considerably since those images lol, I keep changing my mind

Here how its looking now, including an extra teaser image!
Spoiler:

http://dev.volcbat.com/map_teaser.png (1103 kB)

http://dev.volcbat.com/mission_example.png (677 kB)

http://dev.volcbat.com/vehicles_example.png (777 kB)


You can get your guy to contact me if you wish.



Anyway Solar if you want to be involved or have some suggestions for this I can put you in touch with this guy.
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  • 2 weeks later...
@rangers has been updated on Six-Updater and we will have to edit the mission and replace the units as the classnames have changed... this is now done on the MSO Community Server


Crazy MSO still needs to be updated.
You can get the old @rangers verion here if needed:

http://debian.veterans-gaming.com/~six/@rangers_old.rar
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whiztler LAN_WROTE ...

Hiya Semler,

As you know, I am loving the MSO (event) map/server. I really appreciated all the work that has gone into the development so far. I noticed a few changes recently. resulting in de-spawning of the FOB's/MHQ.
Since I prefer missions over building FOB's I have put together a few FOB's that can be used as a permanent FOB for the Reshmaan map. Please feel free to implement.

Please note that the FOB's are 'filled-in' with 'sample' vehicles and MHQ. You might want to removed these upon going final. Also, no ammo boxes are included. Didn't want to screw up any scripts.

Link: http://www23.zippyshare.com/v/11614886/file.html

=W=


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OK not sure what to do with MSO right now... some players are unable to connect at times since I updated the @rangers units... the daily crashing problem, etc.

I think what I'll try is to remove the @rangers units for now (there are some bugs with the new ones anyway)... and a few other tweaks to see if that has any effect.


edit: thanks Whiztler I'll take a look
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MSO server has been updated... trying to narrow down the source of recent problems.


- removed @rangers
- removed @snr
- removed @ASR_MapGrids

- removed leftover event-specific stuff

- disabled Team Roster script
- disabled stuffbox for now (generates error in RPT)

- updated @kyo_MH47E


Adjusted some default params (including CQB up to 40% now)


Six-Updater repo URL has been updated. Please delete your existing preset and re-import.

sixupdater://debian.veterans-gaming.com/~six/six_repo/2322.yml


Don't forget to check your SU profile after import - make sure it's set to A2 OA Combined Ops (forced) and re-add any client-side mods like @JSRS_ACE or @stmovement

Here's my SU launch params for mods (with no client-side stuff)

@CBA_A2;<br />@CBA_OA;<br />@CBA;<br />@ACE;<br />@ACEX;<br />@ACEX_RU;<br />@JayArma2Lib;<br />@ACRE;<br />@st_interact;<br />@ACEX_USNavy;<br />@sthud;<br />@exa_rg31;<br />@yup_uh60;<br />@mad_build;<br />@mad_resh;<br />@stmovement;<br />@kyo_MH47E



Enjoy!!
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  • 2 weeks later...
Ingo =VG= LAN_WROTE ...

i just looked at the ammo crate script i edited it has rangefinders and batteries.
nvram if you want it "fixed" so badly why don't you edit it yourself?


I think the SOFLAM uses a different battery to the rangefinder so that may need adding too, but the SOFLAM is hardly a mission critical piece of equipment.
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  • 2 months later...
The last release for Arma2 MSO is available now (version 4.6RC) - they are just waiting for official 1.63 patch release by BIS. I've fiddled a bit with it... overall better performance and supports the headless client.

If there is still enough interest with MSO I'll look at porting over our Reshmaan version.. maybe Whiztler can get his FOBs in now :) Also if you're interested in working on this in any way please let me know.
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  • 2 weeks later...
Nvram =VG= LAN_WROTE ...

ACE has to be updated
ACRE Radios are not working properly sometimes( requesting Missions etc)


If you ever have an issue with a Command Radio, or any ACRE Radio, drop it on the ground, wait a sec, and pick it back up. This will reassign the radio to you and fix 90% of problems. Obviously, ACE may need the update - but that has nothing to do with ACRE.
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  • 2 weeks later...
I installed the beta version of OA on the MSO server today (you do not need the beta to join the server). If it runs OK for a few days I'm thinking of trying out the newer 4.6 version of MSO which includes some improvements and the ability to run the Headless Client.
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From Whiztler:

We had a great MSO session last night with 6-9 players. Since the latest ACE updates, certain things seem to be broken. Not sure if this is MSO, ACE or other mods that cause this. But here's the report nonetheless :)

1. MEDICAL - Players cannot heal other players. They CAN heal themselves though.
2. Shacktack JOIB GROUP - This seems to be buggy, Only worked for 1 player last night.


Hmmmm... since the last ACE update you say? I will check the server again and make sure all mods are up to date perhaps it's something simple.

I am ready to test the HC with a 'stock' MSO mission on Takistan... maybe today or tomorrow. If all goes well I can start updating our version to support it. This will be a good time to test those issues you reported with ACE - then we'll know if it is the mission or not.


edit: might be latest ACE and STHUD conflicting.. from BIS forums:

Myself and 4 others playing on a dedicated server could not interact with each other for medical issues. When we removed the SThud from our presets, the medical interaction worked fine. We love the STHud and would love to know how to get it to work with this. For the record, there was no issue with the SThud and the ace interact before the update for us. We also tried with and without the arma beta.

We need a fix for this ASAP. StHud is one of the most critical addons ever released, I just don't want to stop using it now. Even though I disabled it I look at the bottom of my screen every ten seconds only to notice its not there anymore. Very annoying


Here is the ticket on Dev Heaven - please vote up if you have an account
https://dev-heaven.net/issues/72101

If you can try removing STHUD from your preset, join the server with someone.. shoot them :) ... try to heal
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