juxie
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I am writing a multiplayer mission Added a stop action to a vehicle controlled by AI When activating stop action from client machine, vehicle doesn't listen to command such as "vehicle stop true" or "(driver  vehicle) action ["eject", vehicle]" Any idea what's this problem? Please help thanks
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client-server multiplayer problem
juxie replied to juxie's topic in OFP : MISSION EDITING & SCRIPTING
Replace unit1 and unit2 with the names of your vehicles. That should stop both of them. Sorry you seem confused by me What I wanted is to stop the vehicle when the stop action attached to it is activated That means if there are 2 vehicles, there are 2 actions, one attached to each Then if 2 users activated the actions, 2 will stop, if only one is activated, only one is stopped -
client-server multiplayer problem
juxie replied to juxie's topic in OFP : MISSION EDITING & SCRIPTING
In your addaction: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addAction ["Stop dammit!","stoptheai.sqs"] Make the script stoptheai.sqs: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">stoptheai = TRUE publicVariable "stoptheai" exit In the editor add a trigger with the condition: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">stoptheai And in the activation put the code you want to use to stop the ai, for example: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">doStop unitname; stoptheai = FALSE; publicvariable "stoptheai" This is the most simple way. Â One boolean (TRUE/FALSE) variable and trigger for each action. You could be more sophisticated and use one trigger for all actions and then have the trigger run a script that checks which action to apply. It seems to work only for one vehicle if the action is executed concurrently on 2 machines How can I solve this? -
Hi All, Any idea how I can config a weapon so that player cannot drop the weapon and ammo. I use canDrop=false for the weapon and it works. But I cannot use canDrop for the ammo. Any work around? Please advise.
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does your Flashpoint.rpt shows some kind of ACCESS_VIOLATION at some memory address?
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hmmm.... wondering does this have to do with my Nvidia driver? Is this the problem?
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I have been experiencing crash to desktop on host machine when I play my own MPMission. I heard too many addons could cause CTD. I have created mod folder and under this mod, there are 47 addons. My MPMission has used both in-game addons and the mod addons. When I replace one of my mod vehicle used in the mission with the in-game vehicle, it works without crashing. Whenever it crashes, Flashpoint.rpt will report: ======================================================= Date: 04/17/05 Â Time: 07:27:23 ------------------------------Â------------------------- Exception code: C0000005 ACCESS_VIOLATION at 006070CA Version 1.96 Fault address: Â 006070CA 01:002060CA C:\Program Files\Codemasters\OperationFlaÂshpoint\FLASHPOINTRESISTANCE.EÂXE file: Â Â SCORE-OBJ world: Â Â Peninsula Prev. code bytes: 8B 18 74 0C 8B 4D F0 85 C9 74 05 E8 98 36 EB FF Fault code bytes: 83 BB B0 00 00 00 01 75 22 8B 45 EC 8B 40 08 D9 Registers: EAX:10C5E09C EBX:00000000 ECX:106A7E70 EDX:00000001 ESI:13B67600 EDI:00000020 CS:EIP:001B:006070CA SS:ESP:0023:0012FA2C Â EBP:0012FA58 DS:0023 Â ES:0023 Â FS:003B Â GS:0000 Flags:00010246 ======================================================= I read about -nomap, tried it. Still CTD. However, somehow my OFP was patched with 1.85, 1.90, 1.91, 1.96 without 1.94 and 1.95. Do I need to patch it with 1.94 or 1.95? or could it because too many addons? or I was wondering about addons conflict too..
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As of above, what does latest driver for Nvidia got to do with CTD?? I am still facing problems with a mission I created keep crashing.. I am wondering if it has got to do with latest drivers too now
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I have got almost the same error but violation at different memory 006070CA All computers that I tested and crashed showed the same error What could this be? Is this a problem with BIOS and graphic cards?
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I hope I could get some idea from you all here.. My multiplayer has quite a huge functionalities I have: - 7 players - more than 30 triggers - a lot of groups - quite a lot of waypoints Somehow this mission crashes.. I have tried : - removing some groups from the mission - removing some triggers - removing some waypoitns and it still crashes.. any idea of limitations in this multiplayer mission? only the server always crashes I have quite a lot of units that stands by its own that means no groupings if this actually count as one group, I have more than 63 groups
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I have not tried on dedicated server.. I tried on one machine and it also still crashes.. Â
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Should I re-do the mission again cos may be once it's broken, then there is no way to fix it
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you might want to check under your mission.sqm whether you have sg_weaponpack in addons[] or addonsauto[] if it doesn't have, try putting the addons name in there.. hope it helps..
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yup, I have tried -nomap on my shortcut.. still crashes.. yes I host this mission at a desktop computer which also plays through the mission I thought of re-starting the whole thing.. but I am just afraid that I would probably encounter the same thing at the end.. There is kind of no recognizable error so far.. Â
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Can some unexpected AI behaviour cause CTD?
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what happens if I set waypoints to be activated with a condition? kind of running out of idea, just look for anything suspicious
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sicilian, thanks for the suggestion.. Somehow I did get to play the mission some time, not another time... kinda random crashing... one question, I set waypoints for a group of tanks.. if somehow the group leader gets killed, how will the rest of the group reacts to waypoint? could this cause instability in the game?
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swatdog, my system actually a hp system which should not have been overclocked.. Â I have got a hard time
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no results seen after removing waypoints.. it's getting complex and complex.. tried many ways, still no result  what else can I do?
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now I uses the only in-game vehicle.. yet it still crashes.. could it be cause by certain AI reacting to an attack? As I am actually trying to make a few bunch of AIs patrolling along a road using waypoints.. then they get attack out of sudden
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also suma, ofp always crashes only on host machine which is somehow weird..
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suma, I might want to try your suggestion, however, I kind of no idea how to get AI soldiers aiming at the vehicle
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Motherboard Model : 0868h Motherboard Vendor : Hewlett-packard
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just wondering.. all of the time the game crash always show the same access violation. does that mean there is something which is missing?
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I don't really have idea actually guess it's Intel 875P 800MHz