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Balschoiw

How to get rid of radio targetting during mp games

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Hi !

How do I completely remove the ability for a leader in a MP map to assign targets via radio menu ?

I dont want to ungroup the units. Only the radio targetting or radio in general should be disabled. I thought of the

enable radio false command. Could this work ?

I really need a solution for his badly as it becomes more and more popular to use it as a cheat. For example you get shot through bushes and trees with maximum fog. This is a result of the radio targetting cheat.

Anyone can help me out ?

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Ok I tested the enable false and it only works partly.

It removes the voice like " 2 target ...." and the onscreen message also is not shown. But the real pain in the *** is still there. The yellow square that points at the target.

I really need help guys. BIS ? Anyone around ?

Can I COMPLETELY disable the radio at all ? Anyhow ?

I searched the comRef but nothing seems to solve it than ungrouping the squad. But this is a bad solution and therefore I repeat my request.

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what about deleting the lines between the squad members?(with F2 in Editor, right?)

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I dont want to ungroup the units. Only the radio targetting or radio in general should be disabled.<span id='postcolor'>

I know that the radio is disabled when there is no grouping.

But that was not my question.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Balschoiw @ Oct. 08 2002,00:28)</td></tr><tr><td id="QUOTE">How do I completely remove the ability for a leader in a MP map to assign targets via radio menu ?

I really need a solution for his badly as it becomes more and more popular to use it as a cheat. For example you get shot through bushes and trees with maximum fog. This is a result of the radio targetting cheat.<span id='postcolor'>

I think what you try to do is not possible - targeting is too deep in the OFP core to disable it with scripting.

My only suggestion would be to less concentrate on competition and ladders and more on cooperation, as this is the most reliable way to avoid cheating and to have fun when playing MP, but this is probably not what you want to here (and it is offtopic for mission editing ayway :O)

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Haha !

We are a Coop clan mostly, but also laddering. We already more or less stopped our ladder activities due to the radio thing.

I already thought it may be impossible to get rid of it, but hey it was worth a try biggrin.gif

I think the only way to get rid of it is to make DM, CTF, AD, or any ladderkind maps ungrouped.

But you are right. Coop rules most ! wink.gif

PS: I wont tell any of the mods about the offtopic post tounge.gif

*panicly checking his 6 for any mod to come up with the ban hammer*

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Hmm an idea, you could make a loop with the dotarget command and target an object.

It is a bit crude but it would stop the cheating if it worked.

RED

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does dotarget work with playable units ?

Also the yellow squares could be a bit disturbing I guess.

They would show up permanently if a loop runs I guess.

Opinions ?

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Well i see you talk about realism here, i´m pretty sure that those ladder dm, tdm and wtf maps have respawn option, maybe you should first get rid of those respawn maps. After that you could consider removing the targetting system. I really think respawn is very unrealistic.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Goeth[kyllikki] @ Oct. 08 2002,19:38)</td></tr><tr><td id="QUOTE">Well i see you talk about realism here, i´m pretty sure that those ladder dm, tdm and wtf maps have respawn option, maybe you should first get rid of those respawn maps. After that you could consider removing the targetting system. I really think respawn is very unrealistic.<span id='postcolor'>

Remember this is only a game smile.gif

If we were to play ultra-realistic, the first time you die you should take the CD, smash it into pieces and never play OFP again. You're dead, remember? tounge.gif

Or better yet, put a real bullet in your head wink.gif

Seriously though, I agree that it should be possible to disable the targeting system whenever the mission designer decides to do so.

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Yes it would be good but we won't get it, you will just have to rely on honesty smile.gif

RED

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (RED @ Oct. 08 2002,20:53)</td></tr><tr><td id="QUOTE">Yes it would be good but we won't get it, you will just have to rely on honesty smile.gif

RED<span id='postcolor'>

Judging from Suma's posts in the "Patch 1.85 discussion" -thread, I got the impression that we will get it...

... in the next patch after 1.85, whenever that will be  confused.gif

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What is so ultrarealistic in no respawn? If you can handle it in coop game, then why not in human vs human play? What i´m trying to say is that don´t talk about removing the targetting system for realisms sake if you still play maps with respawn option on or crosshair on.

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Goeth, I think they were talking about no targeting system being able to be disabled because of cheats not unrealism.

RED

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Goeth,

What I was trying to tell is that you still have an option not to use respawning or the crosshair but you have no option to disable the targeting. It's all about options, what you can do and what you can't. Having options will keep everyone happy.

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RED did you try the loop thing ?

@Goeth: Thx for your contribution, but this is no general discussion about realism, but a discussion about getting rid of a function that is abused for real cheating. Or do you think that it is good that when I respawn, standing at the spawn point I can assign targets miles away. And after I assigned the target my teamplayer only needs to shoot at a yellow square to get the target hidden behind 2 bushes and 4 trees?

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (RED @ Oct. 08 2002,17:38)</td></tr><tr><td id="QUOTE">Hmm an idea, you could make a loop with the dotarget command and target an object.<span id='postcolor'>

Yes, it could be possible. I would try player doTarget objNull first, as it would correspond to permanent No target being issued from the command menu. From performance point of view I strongly recommend loop to be structured like this:

#loop

~0.001

player doTarget objNull

goto "loop"

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">It is a bit crude but it would stop the cheating if it worked. <span id='postcolor'>

Yes, it could work. Our fans never cease to surprise me - I did not think there could be a way to get rid of this, but you convinced me otherwise. I think it really could work this way - and it is certainly worth trying.

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Yippie !

This sounds like an option biggrin.gif

Question: Will I have to run external script for any of the players on map, or is it possible to trigger this for the whole group ?

@RED: could you set up an example ?

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wow.gif9--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Balschoiw @ Oct. 09 2002,13wow.gif9)</td></tr><tr><td id="QUOTE">Yippie !

This sounds like an option  biggrin.gif

Question: Will I have to run external script for any of the players on map, or is it possible to trigger this for the whole group ?

@RED: could you set up an example ?<span id='postcolor'>

You need only one script which will be run on every computer. If the name of the unit is "Player", the unit affected will be different on every computer, ie. the human player himself.

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I will set up an example mission later tonight if needed, I would do it now but I am a bit busy.

RED

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I don't think it should but it is always a possiblity.

RED

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great i will check it out later on.

does anyone know if the names for players on clients are always the same. I mean what name will the playable character get. Is it simply "player" or "ap" or anything else ?

I need to know cause as the script runs client side only it always has to work on the actual player controlled unit.

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