gunterlund 0 Posted January 6, 2005 Jinef Quick question. There is a folder called Custom in Breakthrough. What is it for and can I get along without it. Thanks for the update. Share this post Link to post Share on other sites
gunterlund 0 Posted January 13, 2005 Alright Bnn you are a sick mission maker :-). We are playing Bastige and getting killed royally. Question. How do you hook cargo on the helo. I get the take hook command the I get in the hmmmv and it says attach hook. The I get the message about the 10m sling length. When the helo moves the hmmmv does not go with it.. What are we doing wrong. thanks for your help... we need it. Share this post Link to post Share on other sites
bn880 5 Posted January 13, 2005 Hi, thanks, Take cargo hook. Enter desired vehicle. Move vehicle near heli. Use the available action to attach vehicle. "vehicle attached" message displays. Fly away. < you need altitude for the vehicle to start moving with you. (do you get a "Drop Cargo" option?) Share this post Link to post Share on other sites
gunterlund 0 Posted January 13, 2005 Got it. We did get the drop cargo option, just never lifted off the ground. Do I have to be in the vehicle when it takes off? We will try again and go higher. Share this post Link to post Share on other sites
gunterlund 0 Posted January 16, 2005 Well guys I think my head is going to explode. 4 of us played bech107 last night for 4 FLIPPIN HOURS CONTINUOUSLY!!!!!!!! It was incredible. Big Congrats to the team that made these missions. They are fantastic. By the time I had to hang it up at 1:30am we were almost complete with clearing the airfield. We ran into 2 tanks, a btr80 and some bmp's when I left. We started the mission at 5:30pm game time, and was fantastic to play with the sun going down and into the dark. Now we only had two things go wrong with the mission. They are as follows; 1. The cargo hook - We tried several times to get a HmV hooked to a chinook and the vehicle would not go with the helo. We ran through the whole sequence as mentioned in the previous posts. All the correct messages showed up. We had a live player as the pilot, he went straight up with plenty of altitude and the vehicle would not go with him. Now earlier in the day I tested it with AI pilots flying the chinook and everything worked beautifully. Pilot took off, car went with him, he dropped the vehicle and it survived the fall . What else are we missing to get this to work with a live pilot. 2. Laser designating - A player has the designator, and he designates the target on the island. We have the apache sitting about 1.2 km off shore looking for the signal, and he doesnt see it. Now we are hitting two keys, the tab key or the V key. When I did it once I hit V and it picked up the designation. I fired and the designation disappeared. The next time I hit V it started to zoom instead of lock. I know the V key does both lock and Zoom, but we cant figure out what we need to get the designator to work. It has batteries, it shows green and ready to fire. It works for us in the Breakthrough mission. One thing I was thinking is in the user difficulty selections does something have to be turned on. Here are our current settings. frameRate=15.000000; visualQuality=0.093750; objectShadows=0; vehicleShadows=1; cloudlets=1; viewDistance=900.000000; terrainGrid=25.000000; volumeCD=5.000000; volumeFX=5.000000; volumeSpeech=5.000000; singleVoice=0; enableEAX=0; enableHW=0; diffArmor[]={0,0}; diffFriendlyTag[]={0,0}; diffEnemyTag[]={0,0}; diffHUD[]={1,0}; diffAutoSpot[]={0,0}; diffMap[]={1,1}; diffWeaponCursor[]={1,1}; diffAutoGuideAT[]={1,1}; diffClockIndicator[]={1,1}; diff3rdPersonView[]={1,1}; diffTracers[]={1,0}; diffUltraAI[]={0,0}; Should we tweek any of this? Are there other diff settings Guys thanks for all of your assistance on this. We love these missions and want to make them work. Im slotting 8 hours to take the whole island Share this post Link to post Share on other sites
bn880 5 Posted January 16, 2005 Got it. We did get the drop cargo option, just never lifted off the ground. Do I have to be in the vehicle when it takes off? We will try again and go higher. Well no, whoever attached the cargo must be in the cargo lift team. What may be happening is the server is throttling some commands in MP. not sure, perhaps the server framerate was too low or something. I'll have to check it out. But basically it should work if one guy does everything, gets the hook, attaches to vehicle, gets in and flies... If that doesn't work then there is somethign wrong. PS: There is a problem with the counterattacks in BECH. The standard OFP synchronisation of waypoints is the cause, and I am now going to write a manual waypoint synchronisation routine to overcome this. Cheers Edit: the LDD, no idea, I don't spend much time with the LDD in MP as over a year ago i found it was not working and BIS never mentioned a fix. Share this post Link to post Share on other sites
gunterlund 0 Posted January 16, 2005 Another question Bn880. Are there specific pilots designated as lift pilots. We have been using the apache pilots to try to lift. Are these discrete? When I tested it it seem to be so. Also are there any other points about this mission that should be in the briefing.. We are finding out alot of stuff by trial and error. Keep up the great work Bn, wow what a great game. Share this post Link to post Share on other sites
wolfflight 0 Posted January 17, 2005 bn880 we have a slight problem on our server TJ's Coop (TJ is part of BAS, and is also a part of TZW) (we also run a CTI server but it is down while service is changed) our server is a dedicated server and crashes every time our esteemed admin sets it up to run this mission.... complete crash... has and will run other WGL missions but this goes down hard any help??? Share this post Link to post Share on other sites
bn880 5 Posted January 17, 2005 Make sure you have editorupdate1.02 installed, and WGL, can't tell you any other reason why the server would CTD. hmmm This is right after loading the mission? And does the server have enough RAM? Share this post Link to post Share on other sites
bonko the sane 2 Posted January 18, 2005 i think one of the problems with the laser designator, at least in MP is that its limited by the view distance\fog, at least thats what i suspect. Share this post Link to post Share on other sites
TA-50 0 Posted January 18, 2005 I've used WGLs laser designator in earlier missions. Its effectiveness is based on the ability of the spotter to see the target, so that's one computer's view distance. Then the airframe with the laser guided munitions has to be able to "see" and aquire the laser. That's the second computer's view distance. It usually takes two passes with an A-10 for bombing runs. One to fly over the target and find and aquire the laser, the second to line up and bomb the target. Share this post Link to post Share on other sites
gunterlund 0 Posted January 18, 2005 Thanks guys for the info. We did find out that specific pilots can transport vehicles while others cant. so taht is resolved We are slowly slogging away at this nut. Bn880 look forward to your revisions. Share this post Link to post Share on other sites
gunterlund 0 Posted January 20, 2005 bn880 Question about helo hookup. I would like to use the BAS helos to sling trucks. Are the scripts specific for wgl or should it use any helo as long as the pilot is a transport. I tried to add a BAS chinook, I get the attach hook sequence, but it does not leave with the vehicle underneath. The wgl helo does work however. Is there a specific script I should look at to add the BAS helo to. I could not find it in the ropelift folder. Share this post Link to post Share on other sites
bn880 5 Posted January 20, 2005 It is in initclient.sqs this line Quote[/b] ]if(group player==AirLift2||group player==AirAssault)then{{[_x]call loadFile{ropelift\addHeli.sqf};}foreach[heli3,heli4,heli6];} You need to put the helicopter name in there. Share this post Link to post Share on other sites
gunterlund 0 Posted January 20, 2005 Thanks for the update Bn... you da man... Ill check it out. Share this post Link to post Share on other sites
bn880 5 Posted January 20, 2005 Cool, just keep in mind, current revision of BECH has some problems with the counterattacks. They are not synchronized and timed as intended. Share this post Link to post Share on other sites
gunterlund 0 Posted January 21, 2005 Yea no problem... cant wait to see your next version  We just played for a couple of hours and we are slowly getting better at taking the field. We were able to ferry over the hmmmv's, and get the lst's in. WE always run out of time about then. We had a crazy thing happen ferrying over the hummer with the mortar. Just as the pilot is ready to drop cargo a missle comes up so the pilot dodges. This actually left the hummer stationary about 50 ft off the ground. The pilot took of and had a midair with the hummer... One other question. We ran out of ammo for a number of different items ie ammo trucks ran out of helo ammo. Is there any master "ammo dump" or can we actually use up all the ammo. Share this post Link to post Share on other sites
bn880 5 Posted January 21, 2005 Wow, yes when lifting vehicles it does seem to be possible to collide with them when doing fast dives/climbs, this would likely be fixed with a longer sling and beter ping or server FPS. About the ammo, hmmm, not really much else out there, the LST has some but it doesn't stick around; ahh right, the LST brings in two additional ammunition trucks, they should have stuff for the cobras. I never personally saw us run out of ammunition totally, there was always some crate or truck where we could get more. Have fun Share this post Link to post Share on other sites
bn880 5 Posted January 21, 2005 We're going to try out BECH 1.08 on Zeus Addon server very soon. If you are bored you can join us. WGL 4.12, editorupdate 1.02 required. server info in list or www.ofp-zeus.com Share this post Link to post Share on other sites
gunterlund 0 Posted January 22, 2005 I would love to but my pings have been terrible on Zeus. Ill try though Share this post Link to post Share on other sites
gunterlund 0 Posted January 22, 2005 bn I went to the server and loaded bech 108 and it came up with foothills something. Is this the same mission or different> Share this post Link to post Share on other sites
bn880 5 Posted January 22, 2005 It is basically the same mission, I wonder why you got that. Hmm. Tomorrow BECH 1.1 will be ready. We did a nice 4h test today, it went much better than before, but still had some smaller issues remaining. you can expect the removel of a lot of BLUFOR armor, and maybe all of the CAS. It is just so much easier to defend than it is to push across an entire island. Share this post Link to post Share on other sites
gunterlund 0 Posted January 22, 2005 Biggest problem we had tonight is desync with 6 players. Server frame rate dropped to 4 when it got hot and heavy.. Any ideas on solving this? Also are the counterattacks fixed. Just a funny note too. The LST landed all of the vehicles on the beach. When the live players came back to use the vehicles the nme were waiting and wiped out the entire landing force in one blow because everything was packed in so tight on the beach. BOOMMMMM Share this post Link to post Share on other sites
SHWiiNG 0 Posted January 22, 2005 so is this strictly multi player co-op, or can i play it single player smoothely, and am able to edit the mission, the idea of an island bristeling with troops and you have to take it over sounds sweet as. that is as long as i havent got the wrong end of the stick and its not to do with that>? Share this post Link to post Share on other sites
bn880 5 Posted January 22, 2005 Biggest problem we had tonight is desync with 6 players. Server frame rate dropped to 4 when it got hot and heavy.. Any ideas on solving this? Also are the counterattacks fixed. Just a funny note too. The LST landed all of the vehicles on the beach. When the live players came back to use the vehicles the nme were waiting and wiped out the entire landing force in one blow because everything was packed in so tight on the beach. BOOMMMMM Yeah I am trying to figure the FPS thing out, it's caused by the number of AI's trying to coordinate an attack at the same time. So it is very difficult to fix. I believe that removing the fence would greately help as the AI could walk normally again, I may do that in 1.1 today, as sad as it is. One thing to do is to drop the viewdistance to some very low number like 700 or 600, and terrain detail to "none" Share this post Link to post Share on other sites