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>Hoyt<

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Everything posted by >Hoyt<

  1. >Hoyt<

    My small weapon pack

    sure, go ahead
  2. >Hoyt<

    My small weapon pack

    Thx for the feedback. I know sounds are crap, they sounded good in the winamp but after editing it with other sounds it didnt come out good
  3. >Hoyt<

    Memory LOD search

    Thank you
  4. >Hoyt<

    Memory LOD search

    What is the name of the memory LOD that tells you from where you can get in the tank. Ex, I´ve stripped the BMP turrent and put it on top of a small building. The door to the building is lower then where you want to get in the BMP. Oh yeah, is there a list of commented memory and other lods?
  5. >Hoyt<

    Memory LOD search

    addition: How can I make commander and gunner not "turn out" ?
  6. >Hoyt<

    MF or CR...

    crCTI@Nam http://cr-ofp.dyndns.org/index.php?view=118 lol Mal, it does look exacly like cr, only he put to remove handgun ammo aswell. If you wanted to say they look nothing like eachother, maybe you sould have said to wizzy to remove the comment line lol. Who is this wizzy wiz anyway? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; RemoveAmmoBug.sqs ; ; When executed removes any ammo on the ground near the player _position = getPos player ;_position = _this select 0 _count = 0 #loop _object = nearestObject [_position,"SecondaryWeaponHolder"] ? (isNull(_object)) : goto "loop1" _position = getPos _object deleteVehicle _object _count = _count + 1 ~0.05 goto "loop" goto "loop1 #loop1 _object = nearestObject [_position,"WeaponHolder"] ? (isNull(_object)) : goto "end" _position = getPos _object deleteVehicle _object _count = _count + 1 ~0.05 goto "loop" #end ? (side player != civilian): player sidechat Format["Removed %1 ammo containers", _count] ? (side player == civilian): TitleText[Format["\n\n\n\n\n\n\n\nRemoved %1 ammo containers", _count], "Plain"] <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; RemoveAmmoBoxes.sqs ; ; When executed removes any ammo on the ground near the player ; _position = getPos player _position = _this select 0 _count = 0 #loop _object = nearestObject [_position, "WeaponHolder"] ? (isNull(_object)) : goto "end" _position = getPos _object deleteVehicle _object _count = _count + 1 ~0.05 goto "loop" #end ? (side player != civilian): player sidechat Format["Removed %1 ammo containers", _count] ? (side player == civilian): TitleText[Format["\n\n\n\n\n\n\n\nRemoved %1 ammo containers", _count], "Plain"] Play, make, modifie what ever you want, just dont try to trash other peoples hard work. Shame on you.
  7. >Hoyt<

    MF or CR...

    you need to download MFCTI.COM ver 1.40 and test before you make comments on playabilty RES now has super snipers/MGs patroling towns, most ppl get popped a few minutes into attacking a town buy a RES AI from across the town or from behind them since its totally random Patrol Old MFCTI they do just stand around, just like they do in ALL current version of CR, CR only has a few wondering tanks, that do nothing but die between towns and cause no major change in playablity other then alerting ememy scouts where your base start is that and CR averages 100 RES AI in the towns while ours is close to 600+ (origonal MF was about 230 RES) for some reason CR believed reducing RES AI will reduce lag, but this is only on lowerend servers like his 2.0 that us used to have and now MFCTI has its well used 30 man CTI, with maxim 1200 AI total but normally peaks 800 AI CR Maps cant handle that many AI due to scripting he uses to watch over units, I tried to explain it to him but he does not understand, Dont get me wrong, he is an excilent coder, just not very practical I'll take MF's 800 AI Peak compared to CRs 200 Peak any day Why should I download mfcti.com, Im still talking about comparisment between mfcti and crCTI not a modification, still I have to repeat my self. Doesn´t matter how many ai can be handled, how ofthen are the ai on teams full in mfcti, how many ais are on the 30 vs 30 map? Looks to be rather BF then a CTI. Those tanks, don´t just wounder around. I belive they are set on propibility on taking towns or continue patrolling. Not allowing to move mhq wherever from the start. Don´t get me wrong, Ive played mfcti for a long time, if I where to count the numbers in totall, then I would have to say I played mfcti more times. But, the only time I crashed on crcti was not many, mainly because of those voice.pbo or wgl being on. But I can surly say I didn´t play many mfcti untill the end.
  8. >Hoyt<

    MF or CR...

    MF res is not hard It´s one of many ridicules things about MFCTI, where AI just stands there and let´s it´s self get shot. . they do the exact same thing in CR, this is do difference, MF ver 1.40 now has patroling RES for each town, this doubles or on some Larger maps tripples the RES AI, in some cases there are almost 50 soldiers in a town, I dont think you even played the latests version  No they dont. Latest version of what? The topic is MFCTI or crCTI not a modification of the two. As far as I remember in MFCTI the res just stands there and takes it, do I have to show you a video or a screenshot? If you wan´t a good modification of these, then I would say LOELcti is pretty good.
  9. >Hoyt<

    MF or CR...

    MF res is not hard It´s one of many ridicules things about MFCTI, where AI just stands there and let´s it´s self get shot. They get in danger mode once a bullet has been fired or when they spotted you. This makes it easy to take alot of towns with only granades that you trow in the center. crCTI also has patrolling tanks wich makes it even harder to take and hold towns. Basicly if you just started CTI the best thing is to play MFCTI where you get alot of money for some easy stuff. crCTI on the other hand is for those who seek a challange. What I mostly like about crCTI is what Fork122 said. That placing buildings is really awsome.
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