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Cpt_Robertson

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About Cpt_Robertson

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  1. Cpt_Robertson

    Ap mine distance/detection problem.

    Excellent feedback from everyone so far, thanks. I did think of using the nearestObject method to scan for units near each mine, but again I realised that this method would put shedloads of work on the cpu, especially for lower end machines or games where large minefields were being placed, and would make online play almost impossible with the lag it would create - Deep down I was hoping that there was an easier method or command I'd missed somehow, oh well, lol Just out of curiosity - I noticed that triggers can be added by creating the vehicle 'Detector' in a script. Â Has anyone figured out if there's a way of making one with a radius 'etc'? Probably clutching at straws now, but what the heck, at least we can say we tried. Thanks again for the feedback and ideas put forward - some really good ones in this post. P.S - Nice work on the BAS MH-47 Jacobaby. Â Pass on my congrats to the rest of the team for that gem, some phenominal scripting went into that one.
  2. Cpt_Robertson

    Ap mine distance/detection problem.

    Thanks Walker. I've taken a look at an older version of the CoC Mines pack - that came with the Nam Pack I think - and it had some excellent triggers, unfortunately most of them were added via the editor rather than scripted into the addon itself (except for the placeable Claymores - which were detonated via the action menu), but I'll download this new one and examine it thoroughly. Â Who knows, I might be pleasantly surprised. Â
  3. Hi there. I'm needing some help with a simple AP mine script that detects when ANY game object that enters into a 1M radius of the mine i.e. :- ? (Any unit regardless of side or type) distance _APmine <1 :goto "detonate" The idea is I want any vehicle or unit, regardless of it's side, class 'etc' to be able to trigger the mine to detonate - I've already successfully added some code into the script so only units flying under 2M can set them off - to stop helo's from exploding the mines at high altitude. I can do a simple 'unit1 distance unit2 <10' script and it works fine, but its for specific units and I'm stumped as to how I can get the thing (Anti-personnel mine in this case) to detonate when ANY unit comes within 1M of it. Â I've already done a simple 1M radius trigger in the in-game editor that detects 'any' unit that enters it, but I'd prefer to make a script that does this instead, outwith the editor - this would make it easier to implement another script that will allow players to place their own mines during a game, and not have to worry about placing hundreds of those little blue triggers via the editor. Thanks for any help anyone can offer on this. :-)
  4. Cpt_Robertson

    Mf conquer the island

    This has to be one of the best mods I've ever played for OFP. The sheer amount of work that must have gone into this is astronomical. Great work Mike, I certainly can't wait to see what the next update is like.
  5. Cpt_Robertson

    Russian btr70

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Blake @ Dec. 26 2002,06:43)</td></tr><tr><td id="QUOTE">In OFP troops cannot fire their weapons on top of a vehicle therefore making them sitting ducks to enemy. And there is no difference in the case of mines or rockets in OFP, when they hit the vehicle all will die without depending where they sit. So, I suggest that the preference to sit in BTR-70 is first the compartment THEN the roof if there is no space inside. In OFP game terms sitting on roof is suicidal - you're better of riding trucks in that case! Please change preferences to sit inside first + extra men outside. And it still will be cool <span id='postcolor'> I agree 100% with this post. Â We use the BTR-70 a lot in our missions and it's a pain, not to mention unrealistic when the first couple of guys that board the BTR, are forced to sit like prized puddings on the roof, rather than inside where it's safer. Â Priority should be given to sitting inside, then after the internal capacity is filled the extra soldiers can sit outside.
  6. Greets everyone. As some of you may already know, AaronAsh is taking a break from working on the RealUnits pack at the moment, but in the meantime we (The Sentinel Team) have been given permission to continue development of this excellent mod, albeit at a slower pace now that AaronAsh is busy with other projects. At the moment we're looking to recruit some more Beta Testers to add to our team - we've already got enough in development and Mission design, but just need more Players to help spot any bugs that may crop up, as well as to play online with the rest of the team on a regular basis. If you're seriously into Realism in OFP and don't mind the 13Mb download that comes with the initial Realism pack (Textures have been removed from most of the units to save space/time for the 56Kers until the next official release.) then give either myself an E-mail at Robertson@mars-command.fsnet.co.uk or ICQ me on #21563904, or Chuck Kennett on #77225411. Thanks, and all the best. P.S. Special thanks go out to SelectThis, Tigershark, Kegetys and anyone else I might have forgotten (lol) for all their help, support over the months and for helping to make the OFP Editing community what it is today.
  7. Cpt_Robertson

    Config.bin modifications

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I have no problems with digital signatures. Â With all of the various mods and addons floating around that modify the main config this is probably a good idea, regardless of what happens with the sound. Â I do realize that you guys are very busy, not only with fixing ofp bugs but also with other projects, and once again I appreciate you taking the time to discuss this. Â Â Ok so then let me ask you this. Â Let's say I assemble a crack team who rewrite the main config to use "sound references, " create a new sound config to go with it and handle the references, and document the procedure for further use. Â If I accomplish all of this, and test it to death, would it be possible for you to look at this and consider implementing it officially. <span id='postcolor'> As an active member of the Operation Flashpoint editing community, as well as being the current leader of the Sentinel Online Squad. Â I fully agree with a lot of what Wright and Kegetys are suggesting, especially in regards to giving the community the ability to add their own sounds to the game, without modifying the main config file. Whilst I understand your concerns over people cheating by adding louder sounds to silenced weapons. Â I feel that since the majority of players play in cooperative mode or in official Squad Vs Squad matches online, modified sounds would add comparatively very little to those wishing to cheat. Â A lot less compared to, for example; people editing the config to increase the damage caused by weapons and the armor values of the vehicles. If BIS decide to agree to even a small part of what Wright and Kegetys are suggesting, then I believe that it would be a great benefit to the relationship between BIS and their online community - especially after the last fiasco over the release of the Oxygen editing tools, which have caused a lot of mixed feelings among the community. -- Bruce Robertson, Sentinel Team.
  8. Cpt_Robertson

    Multiplayer squad command bug

    This problem is still an issue for Hammy. Has anyone else had this problem occur or knows someone who has, as all information would be helpful, thanks.
  9. Cpt_Robertson

    Multiplayer squad command bug

    Sorry, I'd posted this on the older forum without realising you had moved. ------------------------------------------------------- Hi there. Our squad has been playing online for quite some time, mostly as part of the same squad in-game, but recently we tried training against each other in squad vs squad games - i.e. one human player commanding a squad consisting of 4 to 9 AI bots each. Whilst playing a game online one night we noticed that one of our regular players 'Hammy' wasn't able to issue orders to his squad. No-one else seemed to suffer from this problem, so we thought he might have installed the game incorrectly or messed his key commands up, so we got him to uninstall and reinstall Operation Flashpoint and patch it back up to 1.42 again from scratch. Sadly this didn't help and he still can't seem to issue orders to his squad (even when he's hosting the game himself), despite all the help and suggestions we've tried to give him. From what he's told us, although the other squad members will follow him around and keep the default wedge formation, when he selects orders for them they just don't appear as text on the screen either. Again, he's the only one out of the 6 players that play regularly with us online that's got this problem and we've tried almost everything we can think of to help him fix this, but to no avail. Can anyone here help us with this problem, or does anyone else suffer from the same bug of not being able to issue orders to your squad when playing online? His machine is a fairly new one running under Windows 98 with a lot more RAM and CPU power than the rest of us have, so it's not a question of his machine being below the minimum specs. Any help at all will be greatly appreciated, otherwise poor old Hammy will be stuck having to play online with us as a basic squaddie only. Thanks.
  10. Cpt_Robertson

    Big bugs..

    One thing that really bugs me (no pun intended) is when you're inserted by helicopter and it lands, kicks you out then takes off again with the rest of your squad still inside - forcing you to tell them to disembark to get it to land again. This seems to only happen when the squad leader is human, AI squad leaders seem to be able to get their men to disembark when the helicopter lands the first time. While not a serious bug, it can be a complete pain - especially when the LZ is hot, or you've got a human opponent in MP that's spotted the Helo trying to land for the 2nd time.
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