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drcharm
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Posts posted by drcharm
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That's because every player is running the script. You need to put in a game logic called 'server', and then a line in your script at the very beginning that tells the script to exit if the computer running is not the server.
?!(local Server): Exit
Cheers,
Dr. Charm
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I had what I think is the same problem. As far as I can tell, this is not addressed in the 'Tuning' thread, at least not very clearly. And I figured out how to fix it, at least on my machine. Set the terrain details to Normal. I had it on High, and it would take 2 or 3 minutes to load a level (did NOT lag in the actual game) and sometimes 5 minutes to exit the damn game! Bumped it down to Normal, and it loads just like original Flashpoint.
HTH,
Cheers,
Dr. Charm
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I think the biggest bug is that the resource system is nothing short of a disaster. A pure, unmitigated disaster. Which is a crying shame because it's a wonderful idea
They need to fix the *massive* number of bugs with it. It's utterly ridiculous to spend time collecting equipment only to have the game randomly decide what equipment you actually have each mission. "You put 6 RPG launchers, 12 AK74s and 3 Dragunovs in the truck? Okay, here's 8 AK47 CZs instead. Thanks for filling that truck with all that equipment though!"
Damn, it's frustating.
Cheers,
Dr. Charm
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Hi all,
Does anyone else notice that the load times for the levels in Resistance are *really* long? Like 5 or 10 times as long as for OfP itself?
Also, am I missing something or is the equipment harvesting (a *great idea* BTW) just a complete mess? I don't think that it's working even close to the way that it should, stuff seems to disappear for absolutely no reason... and it's *extremely* frustrating to spend 30 minutes harvesting everything you can find, only to discover that the vagaries of the game have decided that you don't get to keep the stuff.
Are there any, well, rules for the equipment that will help with this?
Cheers,
Dr. Charm
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Be aware though that smoke makes OFP lag like a bad SOB! Even three or four shells can slow things down to a complete chug, and a dozen will stop it dead in its tracks.
Cheers,
Dr. Charm
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Doesn't 'unassignvehicle dude1' etc. work?
Cheers,
Dr. Charm
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I think I'm a very fair admin.
1) If someone comes in within the first two to five minutes of play and politely asks for a restart, I check with the other players, and with an ok, I restart.
2) TKers get one chance... I mean, sometimes you just accidentally drive over a teammate because he decided to bolt out from behind a building or happens to be in a jeep next to the tank you just lit up. But repeated offenses? Bam.
3) Cursing is fine with me, I curse like a sailor. Epithets though, racial/sexual orientation, I've got no time for that. You get one warning. Repeat the offense and you get the boot. (You'd be surprised how many people are stupid enough to say "What are you gonna do if I don't stop, fag?" after the warning....)
4) I usually make my own maps which include little repair scripts for ammo boxes (or brings in new ammo boxes if the originals are destroyed), so that's not a real issue for me.
That's about it. For me, most anything goes that doesn't actively spoil other people's fun. 'Base raping' (or as I call it 'bad defense'
complaints ain't gonna get you anywhere with me
Cheers,
Dr. Charm
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The first country to use paratroops was actually the Soviet Union. The Germans really got the idea for the Fallschirmjager from a demonstration by the Soviets.
Cheers,
Dr. charm
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Well, it wasn't exactly funny, but:
A friend and I function well as a driver/gunner combo (me as gunner). So we started up a MP where west is in a town, entrenched with mine fields around the town. We took our positions and some guy (Jackal I think) jumps in as commander. Fine, whatever, he can hitch a ride in, we figure, and tell him so. So we drive up to near the town, keeping clear of mines and start shelling the town with our T72 (with accompanying "Holy craps" from the west team, as we hammer, hammer, hammer). So we're keeping a careful eye, we see LAW soldiers, back up, move back in, take him out, still keeping clear of the mines. All of a sudden, I'm in the commanders seat, my friend is in the gunner's seat and moron boy is in the driver's seat. So what does he do? Come on, you can guess... That's right, he drives *directly* into the town. Can you guess what happens next? We hit a mine, flip over and all of us die. Moron boy is going "WTF?". Needless to say we curse him out and then I ban him. Harsh? I don't think so, it is severely uncool to steal vehicles from your teammates. So not very funny, but typical of MP OFP in a pickup game.
Cheers,
Dr. Charm
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Use Addaction, and you should be able to get around the radio problem. Also, the cargo thing. You're right, very annoying that choppers can't by default drop ammocrates.
Cheers,
Dr. Charm
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Has anyone noted that in fact the main OFP CD that comes with the US gold edition is in fact not the same OFP CD that comes if you buy just regular ol' FP in the US? The CD is only version 1.0, not version 1.2. I just sort of assumed that it was the European disc.
Cheers,
Dr. Charm
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Unless you want the ammocrate to be visible beneath the copter while it is flying, you don't really need to run a loop so that it appears in the correct place beneath the copter, just move it into place when it drops. I mean copters have pretty big bays, so it probably wouldn't be beneath the chopper anyway.
As for the coords, it makes sense if you think about from the point of view of a guy on the ground, rather than from the overhead view of the editor. On the ground, looking north, moving left or right is along the X-axis, moving up into the air is the Y-axis and moving north or south (into or out of your screen) is the Z-axis.
For detection, I don't know for sure. On way, you could design a trigger that follows you around (move the position of the trigger to your position) that is activated by the helicopter. Since triggers ignore height above the ground, you could simply make it have a radius of 75 meters, and regardless of how high the chopper is, it will be dropped once it sets off the trigger.
Cheers,
Dr. Charm
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Okay, I recently got the gold edition (US) and don't seem to be having the problem that others are having (I'm stilling running Win98), but I am having a different problem. When I go to the mission editor, the little pictures of the four islands are there, but the names of the islands aren't! Also, when I preview a mission and play it through, the little 'notebook' that comes up at the end has no words on it at all. Anyone seen this/know what to do?
Cheers,
Dr. Charm
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There are AP mines which are player placeable in an MP game? Where does one get these? I've looked for them, and I've tried to make them... MP scripting is a bitch and a half.
Cheers,
Dr. Charm
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Yeah, but then you couldn't run around in front of a tank in MP that only has a gunner in it
Cheers,
Dr. Charm
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Thanks, that's what I thought. I'm just at work and bored or I would have just found out for myself
Cheers,
Dr. Charm
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When a tank drives over a mine and goes boom is the mine also destroyed. (I feel dutybound to point out that I mean in the game, not in real life where we all know that mines are immortal multi-use items
)
Cheers,
Dr. Charm
P.S. Do you think we'll ever get a player deployable AP mine in OFP?
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I thought all or most of BIS had been in the military. Oops, I mean Czech military, because we all know the US is the only *real* military
Cheers,
Dr. Charm
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No, ammocrates will not automatically get a parachute if you drop them from a helicopter. The only real way to do it is to create a parachute with camcreate, then move the ammocrate underneath it with a set pos command, and then use a loop that checks the position of the parachute, and moves the crate relative to the chute.
Note that such things will only work in SP, not in MP for some unfathomable reason (I've been trying to get it to work in MP for about three weeks). Also note that a camcreated ammocrate is not usable (in other words is just a prop, you can't get anything out of it). And finally note that when soldiers eject from a chopper, they have momentum and such from the chopper which affects where they land somewhat. A camcreated parachute does not have that, and therefore will come much closer to floating straight down.
Cheers,
Dr. Charm
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Or is this the mission where you have to kill the NATO officers coming from two different directions to some town? The one right after you become a Spetz Natz?
If so, loop around the town until you are on the side where the church is. While watching the town, move to your left. You'll see a building with a jeep parked next to it. Two of the officers are in there, but once you start shooting, a whole bunch of guys starts coming after you, so time for some sniping fun. (As a note, forget the satchels during set up, get extra mags for the Dragunov).
Now, I don't know if this is semi-random or what, but the third officer isn't in the town. He comes in an M113 (AFAICT) about 20 minutes or more into the level. Once you blow up the M113 (which is coming from the north) you get the complete indicator and can hoof it for the chopper.
Cheers,
Dr. Charm
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I had exactly the same problem with the chopper at the repair truck. After several retries it didn't get destroyed (presumably by random chance) and just saved it there.
To echo what someone else said, get rid of your 'gunner' he's utterly useless, do the tank busting yourself. I went through about 3/4 of my rockets during that mission (and took out the Blackhawk at the end too
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I've also found that AI drivers when I'm the gunner is completely pointless. After asking the driver 20 times to turn to the right, I kicked him out and made him run after the T72 while I destroyed enemy tanks
Cheers,
Dr. Charm
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Yeah, tell it madmike. I mean the freely available editor did so much damage to the game didn't it?
Cheers,
Dr. Charm
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You're absolutely free to have opinions, you just have to make sure they are approved by certain parties before posting them
Cheers,
Dr. Charm
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Yeah madmike, 'cause none of the people who were upset wanted to make realistic models. You've seen through all the complaints. People just wanted to make pokemon and flying bats and things. Thank God there are people like you here to see through the bullshit.
Cheers,
Dr. Charm
Mp editing - making things more equal
in OFP : MISSION EDITING & SCRIPTING
Posted
Hi all,
I've been making MP maps for a while now, and playing them most every weekend, and tweaking as we go along to improve them. However, one of the biggest problems I've run into is making things as fair as possible for each side.
There are two problems that I've run into.
1) The Mi-24 AT6s appear to be crippled for hitting when compared with the AH-1 or AH-64 homing missiles. I've done some tests, and at visual ranges, the AT6s don't work properly.
2) Tanks. The West has the best and worst tanks (M1A1 and M60 respectively) and the East has the middle two tanks (in terms of quality).
After many games, the only solution seems to be to give each side the same tanks (I haven't decided about the choppers yet, because its sort of balanced by the many more rockets that the East choppers have.)
My problem is that if you give the West T72s, they show up as red for the West team. Is there a way to change the side of *EMPTY* T72s to West so that doesn't happen?
Oh, I'm using OFP, not Resistance, because there are simply not enough people playing Resistance online to make it worthwhile, so making Resistance friendly and then given West T72(Res) isn't a solution.
Thanks,
Dr. Charm