Doolittle 0 Posted November 21, 2002 Thank you, thank you, Suma, for the createVehicle update!! </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> 1.90 Â - Added: functions isEngineOn, engineOn 1.90 Â - Fixed: createVehicle may be used to create shells and other non-ai vehicles. 1.86 Â - Added: function sideLogic <span id='postcolor'> With all of the #debug stuff in, does this mean BIS is expecting feedback so that they can "improve" stuff? Â Release another version I mean? Â NOTE: releasing a patch 2.0 will not constitute as being OFP2! Whole thing... </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">BUG FIXES AND IMPROVEMENTS IN 1.90 ================================== 1.90 Â - Fixed: MP: Flying ammo crates or jumping vehicles caused by inconsistent terrain roughness determination. 1.90 Â - Fixed: MP: Cheating opportunity fixed: setPos can be no longer used to change position of objects that are part of landscape. 1.90 Â - Fixed: Improved text drawing in atypic resolutions like 1600x900. 1.90 Â - Fixed: Keyboard rudder control enabled while taxiing. 1.90 Â - New: Servers checks if world file (.wrp) used by client matches server version. 1.90 Â - New: MP: Added server.cfg array checkfiles[] - list of files that should be checked for each player connecting. Example: checkfiles[]={"HWTL\dta\data3d.pbo","dta\data3d.pbo"} 1.90 Â - New: MP: Added #debug checkfile command. Server admins can use this command to check if any file used by clients matches server version. 1.90 Â - Added: functions isEngineOn, engineOn 1.90 Â - Fixed: Message "Player ... is loosing connection" isn't write for server now 1.90 Â - Improved: Adjustable 2D viewport - improved support for Surround Gaming. 1.90 Â - Improved: Better airplane AI dogfighting. 1.90 Â - Fixed: Airplanes try to avoid mid-air collisions. 1.90 Â - Fixed: Tank and car exhausts did not work (introduced in 1.85) 1.90 Â - Fixed: createVehicle may be used to create shells and other non-ai vehicles. 1.89 Â - Fixed: XML download for Linux (can use no-protocol URI and proxy-server). 1.89 Â - Added: Item "proxy" added to Flashpoint.cfg to enforce proxy server used to download xml squad page etc. 1.89 Â - Fixed: It was impossible to climb some very steep stairways. 1.89 Â - Fixed: Helicopers appeared white on radar after Load/Retry. 1.89 Â - Fixed: onMapSingleClick handler is now saved when saving game 1.89 Â - Fixed: createUnit init string was not transferred in MP games 1.89 Â - Fixed: Joining to DirectPlay sessions through ingame browser often failed 1.89 Â - Improved: Slow plane takeoff improved, added more adjustable config parameters. 1.89 Â - Fixed: Chat sound more quiet. 1.89 Â - New: Adjustable plane wheel steering (wheelSteeringSensitivity). Should make big plane taxiing possible. 1.89 Â - Fixed: Resource cheating now shows "Modified config" message. 1.88 Â - Added: Dedicated server command #debug (userInfo) (Requires 1.87 client) 1.87 Â - New: Server can determine max. size of any single custom file acceptable on the server. To do this add line MaxCustomFileSize=size_in_bytes into Flashpoint.cfg file. Users with custom face or custom sound larger than this size are kicked when trying to connect. 1.87 Â - Fixed: Too many dead bodies were kept on server in 1.85. 1.87 Â - Added: Dedicated server command #debug (console, totalSent, userSent) (Requires 1.87 client, client output sent to OS using OuputDebugString) 1.86 Â - Fixed: Parachutes no longer smoke when destroyed. 1.86 Â - Added: function sideLogic 1.86 Â - Fixed: On dedicated server with mission rotating, after #login and #missions no missions appears <span id='postcolor'> Doolittle Share this post Link to post Share on other sites
GAMEER_77 0 Posted November 21, 2002 Sidelogic? How comes this is so big? Same size as the previous one and has half the features. Still, nice patch guys. Gameer Share this post Link to post Share on other sites
dinger 1 Posted November 21, 2002 yeah, half the features and a quarter the time. Yeah, createvehicle, now we can do artillery shells right. Share this post Link to post Share on other sites
bn880 5 Posted November 21, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Doolittle @ Nov. 21 2002,15:22)</td></tr><tr><td id="QUOTE">Thank you, thank you, Suma, for the createVehicle update!! </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> 1.90 - Added: functions isEngineOn, engineOn 1.90 - Fixed: createVehicle may be used to create shells and other non-ai vehicles. 1.86 - Added: function sideLogic <span id='postcolor'><span id='postcolor'> Yes, I'm very glad they got around to that. Multiplayer artillery should be 10x easier to do now. Great. isEngineOn and engineOn also has many good uses... Share this post Link to post Share on other sites
BaronVonRed 0 Posted November 22, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> 1.87 - Fixed: Too many dead bodies were kept on server in 1.85. <span id='postcolor'> WHOHOOOOOOO! Are these guys awesome OR WHAT!!! Share this post Link to post Share on other sites
Doolittle 0 Posted November 25, 2002 So like GAMEER_77, what's sideLogic? Â I dunno if they will release a new comref since there would only be like 4 new entries. Doolittle Share this post Link to post Share on other sites
Balschoiw 0 Posted November 25, 2002 I only can guess, but as GameLogics are created empty maybe this command allows to assign a side to game logic. Share this post Link to post Share on other sites
Doolittle 0 Posted November 11, 2003 Was anyone ever able to figure out what sideLogic was?? Â (Wow I can't believe I asked that question above almost a year ago!) Doolittle Share this post Link to post Share on other sites
Gameer 0 Posted November 11, 2003 Lol, time sure flies I don't know, but it seems not to take any parameters and always returns "LOGIC"... Odd Gameer Share this post Link to post Share on other sites
bn880 5 Posted November 11, 2003 It is a side type, all gamelogics are placed on the sidelogic side, you can have 64 groups to that side also. sidelogic returns "LOGIC" just the same as resistance returns "GUER" You have: east, west, resistance, civilian, and sidelogic Share this post Link to post Share on other sites
Gameer 0 Posted November 11, 2003 Ah, makes sense now I think about it I guess the most obvious solution is right... Gameer Share this post Link to post Share on other sites
bn880 5 Posted November 11, 2003 Now tell my what 'friendly' does. Someone must know, it seems so simple. Share this post Link to post Share on other sites
Doolittle 0 Posted November 12, 2003 Woah, so I can join AI to gameLogic groups?! Who are they enemies to? Doolittle Share this post Link to post Share on other sites
Chris Death 0 Posted November 13, 2003 hmm - player countFriendly array returned me all friendly units, known by me Scenario: 3 resistance guys + 7 west guys triggera anybody present (all those guys from above inside the trigger area) hint format ["%1",player countFriendly list triggera] returned me a value of 10 :note - the unit who has to count the friendlies, adds himself to the result too (if it's that what you meant bn880) P.S: I tried to get the side result of one single gamelogic and another gl grouped to a west guy - no way: the game has frozen up everytime, i tried to start it with a grouped gamelogic to another side. ~S~ CD Share this post Link to post Share on other sites
Doolittle 0 Posted November 13, 2003 So they released functions more than a year ago....and just today...no more than five minutes ago, I wrote this line: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"_p = call format [""%1"", _x]; if (side _p == west) then {_p setPos ([_p, westmpf, _s] call _relpos)}" forEach playerList I had NO idea you could do crazy stuff like that. Â Talk about hard to understand when you go back & re-read your code. Doolittle Share this post Link to post Share on other sites
suma 8 Posted November 13, 2003 What is call and format used here for? To add some obscurity? Following code would do the same, I think: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"_p = _x; if (side _p == west) then {_p setPos ([_p, westmpf, _s] call _relpos)}" forEach playerList Or, even simpler: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{if (side _x == west) then {_x setPos ([_x, westmpf, _s] call _relpos)}} forEach playerList Share this post Link to post Share on other sites
Doolittle 0 Posted November 14, 2003 My playerList is just strings....["w1", "w2"...] which is the name of the clients. Â This way I can keep track of their "object" even if they are dying & respawning (they retain their name). So in the above line I am moving all players who are west to the position at _s relative to their distance from the westmpf vehicle... It's for a secret project I'm working on. (Conquer the Base) Doolittle Share this post Link to post Share on other sites
suma 8 Posted November 14, 2003 OK - what about following code, then? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{_p = call _x; if (side _p == west) then {_p setPos ([_p, westmpf, _s] call _relpos)}} forEach playerList Format ["%1", _x] seems really not necessary, as it is merely copying the string. Share this post Link to post Share on other sites
crashdome 3 Posted November 14, 2003 Gamelogic side is no good for anything other than logics. I believe it has something to do with the class entries (or at least the classes themselves). my guess is that it has something to do with the fact logics dont take damage and dont have a shape. There was another thread on it.... somewhere..... All-in-all logics on logic side only... Although I did find that logics can carry weapons it seems. Share this post Link to post Share on other sites
bn880 5 Posted November 14, 2003 hmm - player countFriendly arrayreturned me all friendly units, known by me Scenario: 3 resistance guys + 7 west guys triggera anybody present (all those guys from above inside the trigger area) hint format ["%1",player countFriendly list triggera] returned me a value of 10 :note - the unit who has to count the friendlies, adds himself to the result too (if it's that what you meant bn880) Nope that's not what I meant, there is a "friendly" keyword in OFP, I am unsure as to what it does. However it does not matter so much. Quote[/b] ]friendly Compatibility: Version 1.78 required. Type of returned value: Side Description: Friendly side (friendly to all units). Friendly side to all units, hehhe, so what? EDIT: And I believe I have had units on gamelogic side, they seemed to function. Anyway, not important as you should not be using that for AI unless it is a temporary hack. (hmm, actually perhaps I recall wrong, they did not listen to orders..) Share this post Link to post Share on other sites
crashdome 3 Posted November 14, 2003 I believe.. and I emphasize how much I am guessing on this.. but Friendly and Enemy are used as comparisons for sides. for example the countEnemy and countFriendly commands probably use those internally to return the respective units. I can't test right now, but you might want to try this: Unit1 = East soldier Unit2 = West soldier Unit3 = Res soldier (set Res to friendly with everyone) make each unit run this script: e.g. [unit1] exec checkFriendly.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">private ["_unit","_allunits"] _allunits = [Unit1,Unit2,Unit3] _unit = _this select 0 {_unit sidechat format["%1 is friendly? : %2",_x,(side _x == friendly)]} foreach _allunits exit and see what happens... Quote[/b] ]EDIT: And I believe I have had units on gamelogic side, they seemed to function. Â Anyway, not important as you should not be using that for AI unless it is a temporary hack. (hmm, actually perhaps I recall wrong, they did not listen to orders..) Perhaps for a moment... you're lucky it didn't crash on you. It froze my machine every dang time! Â Share this post Link to post Share on other sites
Doolittle 0 Posted November 15, 2003 You're right Suma! Thanks! Doolittle Share this post Link to post Share on other sites
Doolittle 0 Posted November 25, 2003 DUDE!! I just found out you can do this too: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">player sideChat format ["%1", if (side _p == west) then {west} else {east}] I was waiting for something like that!! Â Something like sprintf ("%s", side _p == west ? "west" : "east") Woo hoo! Doolittle Share this post Link to post Share on other sites