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rekster

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Everything posted by rekster

  1. I have been able to mess around with this some, and I was even able to get a on the map click arty to work. However, still not sure of how it all functions. The readme, that came with it, was more on how to use it. Will there be a readme more on an editor's point of view? Like to see something like a tutorial on just creating a basic mission and no addons. Oh, and I do like the mission that came with it. Great work with the addons RHS. Some future ideas to add to it. -Add on map click support: - Air: Helo, and fixed wing - Arty: 80mm Mortor, 120 mm gun / mortar, and smoke (If possible MRLS support) - Extraction, insertion request. (Map click as to pick-up and drop off. Allow ladder / rope insertions) - Resupply point - Reinforcements: Armor, Inf, Special Forces - UAV / Satellite Support. (Can allow a UAV or a Satellite view of a certain area for observation.) -Add laser support for targetting, so we can have LGB air support and arty with copperhead. - Possible addition of CoC support for Arty. - Possible integration with Sypers SP/MP support pack. - Built in support for all radio types to include the BAS radios. That way you do not have to edit the scripts to use radio's outside of the default one. (I am guessing just create an array that others, can just add equipement to)
  2. rekster

    RHS releases: Weapon Pack v1.01

    No I did not apply the RHS: GRU, RFMI, SOBR patches. Sorry, I honestly did not know a patch was out for them as well. I will run those patches now. I am sure from what the forums have stated so far, that the patches will fix the problem I am talking about.
  3. rekster

    RHS releases: Weapon Pack v1.01

    I may have found one bug When testing with the GRU Spetznaz Sniper (Leshij) The OSV-96 did not load the magazine. The Sniper had magazines, but the weapon would not load the. Some great units and weapons. Great work.
  4. rekster

    Messor Island Released

    Ok, got to play Russins Ver of CTI, and had no lag issues last night. Wow this is a big island. Have not seen the NE part of the island yet. From what I have been able to see, it looks great. I have only seen one airport. Is there a second airport? If not, then the only real suggestion is that you may want to add a second airport. I saw a lot of new objects that were not CWC, so I do not think it is just a CWC island. Just look at the Harbor. This islands seems well layed out, and set up for all types of missions. Just looking at the bridge, makes me think of a great spot for bridge fight for Coop or C&H. Good Work!
  5. rekster

    Messor Island Released

    This good news. The FCM league has been putting out great missions, that actually make use of what OFP can do. The first mission with the dog and the scripting of Ai, really made me feal like I was being hunted. All of the missions are of very high standards, and people should give them a try. I hope to download the island, and get a chance to try it out tonight.
  6. Are all of the new Rangers causing the 512x32 texture bug or just certain ones? I wanted to put the desert version of the Delta's and Rangers into a CTI I am working on for Desert Malden. If anyone knows which ones have the bug please post. I am sure others want to avoid the issue for MP maps. I have had a chance to look at these, and love the new weapons & units. Great job. Only suggestion I would make is to add to the Delta's the ability to also have the same abilities as the Combat Medics. Deltas are trained to be able to do many of the functions of the Combat Medics in real life.
  7. rekster

    ZEUS CTI v1.2 released

    I had once posted about a problem with the Coop ver of CTI 1.2. That issues was when playing as human (player) west or east commander, I would not get the 9000, but instead just 850. I made a change in the init.sqs, so that now when I play at a dedicated server or my PC, I can get the 9000. Here is what was in the original init.sqs near the bottom. ;COMMAND VARIABLES westPlayerGroups = [] eastPlayerGroups = [] ? (local LocalServerObject AND local player): goto "PERSSERVER" #DEDISERVER ;Evaluate which teams are player controlled and make the data public. ? !(IsNull WestCommander)AND(!Local WestCommander): westplayergroups = westplayergroups + [westCommanderTeam]; westResources = 9000 ? !(IsNull WA)AND(!Local WA): westplayergroups = westplayergroups + [westAlphaTeam]; westResources = 850 ? !(IsNull WB)AND(!Local WB): westplayergroups = westplayergroups + [westBravoTeam]; westBravoResources = 850 ? !(IsNull WC)AND(!Local WC): westplayergroups = westplayergroups + [westCharlieTeam]; westCharlieResources = 850 ? !(IsNull WD)AND(!Local WD): westplayergroups = westplayergroups + [westDeltaTeam]; westDeltaResources = 850 ? !(IsNull WE)AND(!Local WE): westplayergroups = westplayergroups + [westEchoTeam]; westEchoResources = 850 ? !(IsNull WF)AND(!Local WF): westplayergroups = westplayergroups + [westFoxtrotTeam]; westFoxtrotResources = 850 ? !(IsNull WG)AND(!Local WG): westplayergroups = westplayergroups + [westGolfTeam]; westGolfResources = 850 ? !(IsNull WH)AND(!Local WH): westplayergroups = westplayergroups + [westHotelTeam]; westHotelResources = 850 ? !(IsNull EastCommander)AND(!Local EastCommander): eastplayergroups = eastplayergroups + [eastCommanderTeam]; eastResources = 9000 ? !(IsNull EA)AND(!Local EA): eastplayergroups = eastplayergroups + [eastAlphaTeam]; eastAlphaResources = 850 ? !(IsNull EB)AND(!Local EB): eastplayergroups = eastplayergroups + [eastBravoTeam]; eastBravoResources = 850 ? !(IsNull EC)AND(!Local EC): eastplayergroups = eastplayergroups + [eastCharlieTeam]; eastCharlieResources = 850 ? !(IsNull ED)AND(!Local ED): eastplayergroups = eastplayergroups + [eastDeltaTeam]; eastDeltaResources = 850 ? !(IsNull EE)AND(!Local EE): eastplayergroups = eastplayergroups + [eastEchoTeam]; eastEchoResources = 850 ? !(IsNull EF)AND(!Local EF): eastplayergroups = eastplayergroups + [eastFoxtrotTeam]; eastFoxtrotResources = 850 ? !(IsNull EG)AND(!Local EG): eastplayergroups = eastplayergroups + [eastGolfTeam]; eastGolfResources = 850 ? !(IsNull EH)AND(!Local EH): eastplayergroups = eastplayergroups + [eastHotelTeam]; eastHotelResources = 850 goto "JUMP" #PERSSERVER ? !(IsNull WestCommander)AND((!Local WestCommander) OR (WestCommander == player)): westplayergroups = westplayergroups + [westCommanderTeam]; westResources = 9000 ? !(IsNull WA)AND((!Local WA) OR (WA == player)): westplayergroups = westplayergroups + [westAlphaTeam]; westAlphaResources = 850 ? !(IsNull WB)AND((!Local WB) OR (WB == player)): westplayergroups = westplayergroups + [westBravoTeam]; westBravoResources = 850 ? !(IsNull WC)AND((!Local WC) OR (WC == player)): westplayergroups = westplayergroups + [westCharlieTeam]; westCharlieResources = 850 ? !(IsNull WD)AND((!Local WD) OR (WD == player)): westplayergroups = westplayergroups + [westDeltaTeam]; westDeltaResources = 850 ? !(IsNull WE)AND((!Local WE) OR (WE == player)): westplayergroups = westplayergroups + [westEchoTeam]; westEchoResources = 850 ? !(IsNull WF)AND((!Local WF) OR (WF == player)): westplayergroups = westplayergroups + [westFoxtrotTeam]; westFoxtrotResources = 850 ? !(IsNull WG)AND((!Local WG) OR (WG == player)): westplayergroups = westplayergroups + [westGolfTeam]; westGolfResources = 850 ? !(IsNull WH)AND((!Local WH) OR (WH == player)): westplayergroups = westplayergroups + [westHotelTeam]; westHotelResources = 850 ? !(IsNull eastCommander)AND((!Local eastCommander) OR (eastCommander == player)): eastplayergroups = eastplayergroups + [eastCommanderTeam]; eastResources = 9000 ? !(IsNull EA)AND((!Local EA) OR (EA == player)): eastplayergroups = eastplayergroups + [eastAlphaTeam]; eastAlphaResources = 850 ? !(IsNull EB)AND((!Local EB) OR (EB == player)): eastplayergroups = eastplayergroups + [eastBravoTeam]; eastBravoResources = 850 ? !(IsNull EC)AND((!Local EC) OR (EC == player)): eastplayergroups = eastplayergroups + [eastCharlieTeam]; eastCharlieResources = 850 ? !(IsNull ED)AND((!Local ED) OR (ED == player)): eastplayergroups = eastplayergroups + [eastDeltaTeam]; eastDeltaResources = 850 ? !(IsNull EE)AND((!Local EE) OR (EE == player)): eastplayergroups = eastplayergroups + [eastEchoTeam]; eastEchoResources = 850 ? !(IsNull EF)AND((!Local EF) OR (EF == player)): eastplayergroups = eastplayergroups + [eastFoxtrotTeam]; eastFoxtrotResources = 850 ? !(IsNull EG)AND((!Local EG) OR (EG == player)): eastplayergroups = eastplayergroups + [eastGolfTeam]; eastGolfResources = 850 ? !(IsNull EH)AND((!Local EH) OR (EH == player)): eastplayergroups = eastplayergroups + [eastHotelTeam]; eastHotelResources = 850 I changed it to look like this. ;COMMAND VARIABLES westPlayerGroups = [] eastPlayerGroups = [] #PERSSERVER ? !(IsNull WestCommander)AND((!Local WestCommander) OR (WestCommander == player)): westplayergroups = westplayergroups + [westCommanderTeam]; westResources = 9000 ? !(IsNull WA)AND((!Local WA) OR (WA == player)): westplayergroups = westplayergroups + [westAlphaTeam]; westAlphaResources = 850 ? !(IsNull WB)AND((!Local WB) OR (WB == player)): westplayergroups = westplayergroups + [westBravoTeam]; westBravoResources = 850 ? !(IsNull WC)AND((!Local WC) OR (WC == player)): westplayergroups = westplayergroups + [westCharlieTeam]; westCharlieResources = 850 ? !(IsNull WD)AND((!Local WD) OR (WD == player)): westplayergroups = westplayergroups + [westDeltaTeam]; westDeltaResources = 850 ? !(IsNull WE)AND((!Local WE) OR (WE == player)): westplayergroups = westplayergroups + [westEchoTeam]; westEchoResources = 850 ? !(IsNull WF)AND((!Local WF) OR (WF == player)): westplayergroups = westplayergroups + [westFoxtrotTeam]; westFoxtrotResources = 850 ? !(IsNull WG)AND((!Local WG) OR (WG == player)): westplayergroups = westplayergroups + [westGolfTeam]; westGolfResources = 850 ? !(IsNull WH)AND((!Local WH) OR (WH == player)): westplayergroups = westplayergroups + [westHotelTeam]; westHotelResources = 850 ? !(IsNull eastCommander)AND((!Local eastCommander) OR (eastCommander == player)): eastplayergroups = eastplayergroups + [eastCommanderTeam]; eastResources = 9000 ? !(IsNull EA)AND((!Local EA) OR (EA == player)): eastplayergroups = eastplayergroups + [eastAlphaTeam]; eastAlphaResources = 850 ? !(IsNull EB)AND((!Local EB) OR (EB == player)): eastplayergroups = eastplayergroups + [eastBravoTeam]; eastBravoResources = 850 ? !(IsNull EC)AND((!Local EC) OR (EC == player)): eastplayergroups = eastplayergroups + [eastCharlieTeam]; eastCharlieResources = 850 ? !(IsNull ED)AND((!Local ED) OR (ED == player)): eastplayergroups = eastplayergroups + [eastDeltaTeam]; eastDeltaResources = 850 ? !(IsNull EE)AND((!Local EE) OR (EE == player)): eastplayergroups = eastplayergroups + [eastEchoTeam]; eastEchoResources = 850 ? !(IsNull EF)AND((!Local EF) OR (EF == player)): eastplayergroups = eastplayergroups + [eastFoxtrotTeam]; eastFoxtrotResources = 850 ? !(IsNull EG)AND((!Local EG) OR (EG == player)): eastplayergroups = eastplayergroups + [eastGolfTeam]; eastGolfResources = 850 ? !(IsNull EH)AND((!Local EH) OR (EH == player)): eastplayergroups = eastplayergroups + [eastHotelTeam]; eastHotelResources = 850 When I played the game after the change, I did not notice any problems. I admit I am no expert at scripting, but I figured that I needed the ==player when playing as commander at the server. Hope this helps others that had trouble like I did with the Coop ver. I do like the fact this is less laggy, and wanted to be able to get this playable at our server.
  8. rekster

    Forward Observer pack V1.0

    This is a nice addition to OFP. I have already added it to a crCTI that I am working on. What other 3rd Party Addons to you plan to support? Be nice to see this work with the Paladin, and to COC UA. Good work. Look forward to future updates.
  9. In the latest crCTI ver .7 there are a few lines in the InitUnitTypes.sqs that pertain to the AI Co units to build. Here are the lines: ; AI CO units to build infantryWest = [ [utSoldierMGWest, 1], [utSniperWest, 0.5], [utSoldierLATWest, 1], [utSoldierATWest, 0.2], [utSoldierAAWest, 0.2], [utSaboteurWest, 0.2] ] armorWest = [ [utM113, 0.1], [utM2A2, 0.5], [utM60, 0.2], [utM1A1, 1], [utVulcan, 0.5] ] infantryEast = [ [utSoldierMGEast, 1], [utSniperEast, 0.5], [utSoldierLATEast, 1], [utSoldierATEast, 0.2], [utSoldierAAEast, 0.2], [utSaboteurEast, 0.2] ] armorEast = [ [utBMP, 0.5], [utBMP2, 0.5], [utT72, 0.5], [utT80, 1], [utShilka, 0.5] ] I am editing a ver to use WWII units. However I am not sure how the # that comes after the utUnit, is used to increase or decrease the chance of the unit being purchased by the Ai Commander. So if I put in my WWII ver. [utSherman, 0.1] would that be more or less likely than [utFirefly, 0.9] ? I would want Ai Commander to purchase more Shermans, since they were more common on the battlefield. I will appreciate any help.
  10. Thanks, now it will be easier to balance out which units get built more than others.
  11. So then the higher the #, the more often it will be purchased by the Ai Commander?
  12. rekster

    OFP Animation Enhancement V0.5

    Any plans to make this compatible with the finmod? I see a config was done for CSLA. This looks great. Hope to incorpate it at our server. Only problem is that lately we have been using the finmod, so will have to wait and see if a compatible version comes out. Keep up the good work.
  13. rekster

    GDTCTI

    Had a chance to play the GDTCTI last night. Enjoyed playing on the new Island Freya. Good work with the buildings and vehicles. Have have one question. Does the addon have any weapons crates? I like being able to build weapons crates, when ever possible.
  14. rekster

    Dynamic USMC mission

    Had a chance this morning to try COIN 3 at the 1-8th Server. -Able to get assigned 1st mission. - The one I was assigned was a patrol mission. - Had to find enemey, which is good, since it was a patrol. - Enemy seemed to stand in place, and were not patroling or defending - Enemy did not shoot back when shot at, but did try to low crawl away. - Had to take out 3 Enemy Squads, and all were not in the same place, which was good. - I was able to RTB back to base, get a mission complete from commander. What did not work. - CAS - radio command - Transport - radio command - Unable to get assinged a second mission after completing the 1st. - When I returned to base I saw two apaches, and one MH-60. (Probably do to that I tried to call a CAS, and Transprot from the radio) - The Pilots were in the Apaches, but the gunners were just standing outside of the Apaches. Both the Pilot and Gunner were standing outside the MH-60 Suggestions: -Put in Mission Notes how to use RTB,CAS,TRANSPORT, and MOVE OUT radio commands -Show A base marker were main base is. Good luck with further development of the COOP ver. Not an easy task. Hopefully someone will give you the help you need. I am not good a scripting, so I am not much help.
  15. rekster

    Small Arms Qualification Range

    I have given the 2nd version a try. - No matter what speed I pick the targets pop up and down at the same speed. - The targets come down, to fast. I have shot 40/40 at Army Ranges, and I have never seen target go up and down that fast. Maybe it is just me, but the targets were up and down in less than 2 sec. on normal for me. How long are the targets suppose to stay up? I like the idea, but if it is going to be 2 sec. pop up, I think I will pass.
  16. rekster

    BAS fast rope in MP

    Ok I assume you are using BAS helo's and want at the start of a mission to have a Helo drop your squad off at a point, and your squad will Fast Rope into a target area. I will describe what I have done to get it to work as follows. I am going to assume you have already grouped your squad and have them in the Helo as cargo. Name the Helo: In this case bird1, and if you are starting in the air, give it an intial fly height in the init line. Ex. for Helo: this flyInHeight 40 Set a waypoint near wear you want the helo and set it as move, and speed full Set the waypoint you want to Fast Rope to within 30 or 40 meters of the previous waypont you made. However do not set it for unload or unload cargo. Just make it a move point and have the speed limited. For the init line of the waypoint you can put this in the init line: bird1 flyInHeight 15;bird1 exec "\BAS_mah60\FX\BAS_AIRope.sqs" This will use the BAS fast rope script, which are in some of the demo missions they have given with there Blackhawk and Pavehawk addons. You can unpbo them to grab the script. You may have to manually add the bas_mah60 to the list of addons in the mission.sqm This has worked for me to get me and my squad to be automaticly Fast Roped.
  17. I have been trying to get and additional radio selection to be available, so that I can add cleanrocks script for cleaning up the radio bug. I am having very little success. I will show what I did with the update player script. I will appreciate any help I can get. ----------------- ;Only enable the radio for the commander. _count = 0 #ClearRadio _count SetRadioMsg "NULL" _count = _count + 1 ? (_count < 11):goto "ClearRadio" ~2 #Start ;Equip unit with standard soldier's loadout. ? (_side == west):[_unit] Exec "Loadouts\EquipWestSoldierLoadout.sqs" ? (_side == east):[_unit] Exec "Loadouts\EquipEastSoldierLoadout.sqs" ;AI routines if a player is not controlling this unit. [_unit] Exec "Main\UpdateAI.sqs" [Group _unit] Exec "Main\UpdateAICommunication.sqs" [Group _unit] Exec "Main\UpdateIndependentAI.sqs" ;Do not proceed further unless unit is a player. ;Note normally this would just exit but there seems to be a delay in MP before the player shows up. @ (_unit == player) && (statsStarted) [player] Exec "Main\PlaceTeam.sqs" [] Exec "Main\DisplayCredits.sqs" [] Exec "Main\UpdateVehicleMarkers.sqs" [] Exec "Main\UpdatePlayerMarkers.sqs" [] Exec "Main\UpdateDisconnectedPlayer.sqs" [] Exec "Main\UpdateQueue.sqs" [] Exec "Main\UpdateMusic.sqs" [] Exec "Main\UpdateRespawn.sqs" [] Exec "Main\UpdateGUI.sqs" ? (player == Leader WestCommanderTeam):1 SetRadioMsg Localize "STRCOMMANDMENU" ? (player == Leader EastCommanderTeam):2 SetRadioMsg Localize "STRCOMMANDMENU" ? ((side player) == west):3 SetRadioMsg Localize "STRREMOVEAMMO" ? ((side player) == east):4 SetRadioMsg Localize "STRREMOVEAMMO" _side = Side _unit
  18. I have been trying to use this script with mulitple units, but I have only been able to get it to work with one type of unit. Example: soldierType = "SUCHrifledes" (Put in the init.sqs) If I add other soldier types, it fails. I know I am doing something wrong. This is what I put in the init.sqs soldierType = "SUCHrifledes","SUCHusmcsmawdes","SUCHpatrol_des" Can someone tell me what I am doing wrong?
  19. Thanks all for the help. I will definately give this a try this weekend, when I get some time to work on the mission.
  20. Hit_Sqd_Ack. I looked at your templates. I saw Doolittles spawn manager script, but not the revive respawn script. The revive respawn script, is when one of your teammates die, and a "blanket" is laid over them. You have to run over and "revive" them. This adds a new twist to respawn If one over your templates does have the revive respawn, then I guess I just missed. I will loook again. Thanks for you help
  21. rekster

    ZEUS CTI v1.2 released

    I have had a chance to play and test using the new version of zeus cti 1.2. 1-8th mostly plays the coop ver. of CTI maps, so we played the Nogova version. Here is the only serious issue we have found so far with the coop version. We can play insane, reg. , DTB and such but we get the same problem. The commander keeps showing up with only 850 resources, like the rest of the players instead of the 9,000. When I play this on my own PC, I do get the 9000, like I should. I unpboed the mission, and saw in the init file that you have 9000, assigned to the commander when playing at a dedicated server. I am assuming you have a script somewhere else that ends up taking it away. We do like the fact your version keeps lag down, but not much fun to play an insane mode for coop, and only have 850 resources. Look forward to future version of Zeus CTI
  22. I tried orignally with [ ] but get script error during game, and reviveing will still not work correctly.
  23. rekster

    Mp missions

    I see the site is down. Are the missions still available anymore? I played some of them, and they are extremely well done.
  24. rekster

    ZEUS CTI v1.2 released

    1st I would like to say great work with the zues ver of CTI. It has def. reduced lag and desync. 1-8th has played the Nogova ver. 1.1 and only found to bugs, I have not seen listed. Both bugs were seen only when playing Defend the base, and only as west. 1st bug. When starting, the commander only has the same amount of money as the rest of the players, instead of 9,000. Does make for an interesting challenge if this was done on purpose. 2nd but. Some of the players were unable to transfer resources. Again great job, if these were already fixed, sorry for bringing up the issue.
  25. rekster

    [B.B.S.] Christmaspack

    Thanks for helping T_D. I did get it to work on a object. Is there anything that can be put into the init.sqs to make it work on a whole island? I know FDF mod does something similiar. Wondering if it can be done outside of running FDF.
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