

Cosmic Evolution
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Everything posted by Cosmic Evolution
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You'll need to add the line worlds[]={"TutIsland"}; //or whatever you want to call it into the CfgPatches section of the .cpp file.
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Please help with error
Cosmic Evolution replied to SpeedyDonkey's topic in OFP : MAP EDITING (VISITOR)
? Opps, Â yeah, it is supposed to be like that.. Â I found it though, now that I;m home.... Your missing the islands "in game" name in cfgpatches... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class evo_vs { units[] = {}; weapons[] = {}; worlds[] = {"evo_vs"}; requiredVersion =1.85; }; }; Where it has worlds[]={"your island name extension"}; -
Please help with error
Cosmic Evolution replied to SpeedyDonkey's topic in OFP : MAP EDITING (VISITOR)
I think it's ConfigWorldList{"TutIsland"}; Maybe, I'm not at home right now to check though... -
According to the tut it's percentage of the total height that will be considered below water by the game... -Cos. I trust Kegetys knows whats he's talking of.
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zachovat relativni posun objektu = save relativity translation objective relativni posun vylky nastavit na 0 = relativity translation vylky splice within 0 Which to me would mean.... umm... Â First Option - Save current height position. Second Option, Reset to ground? Â maybe? I'm not in front of visitor to test this out at the moment, and unfortunately tanslation sites don't put the words into the proper context. nikdy (synchronizace polohy se neprovadi) = ? poi poechodu na kurzor (dle posledniho stavu) = ? prubizni (nedoporueeno pro naroenost) = ? As for these three, only the first would actually translate, so here's my attempt. Never update... (Untill Ctrl-F8) Update at cursor position... (?Where you are in Buldozer?) --- To try the last would be a shot in the dark, so I won't --- If anyone can test these out and see if they work it would be great, it will be another 4 hrs or so before I ge the chance... -Cos.
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?Do we need special permissions to download the tut? I keep trying, but it's asking me to login when I click that d/l... (I keep trying because I'd really, really wanna use it. )
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Just my opinion, but shouldn't it take a little time to reload the 50 grenades, and not be instantly like it currently is? Maybe you could add that into the next version. I really like how quick this thing drives though. And finally the west have something to compare to the wide range of BMP's out there. (though that's the only type of vehicle that the east had a better selection of than the west.) -Cos.
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Cpp probs (again sorry)
Cosmic Evolution replied to <>Crippler<>'s topic in ADDONS & MODS: DISCUSSION
Crippler, Not sure if this will fix it, but try taking out the lines model= & proxyShape= from the cfgweapons sections, you should only need to define them once in cfgammo... -Cos. -
Beta: wrp-buddy v0.3b released
Cosmic Evolution replied to Dschulle's topic in ADDONS & MODS: COMPLETE
Yeah, It works(ed) great for me... Right up until my hard-drive decided it has had enough. Hopefully I'll be back up and running today though, but starting over (even from just one week ago) isn't any fun at all. Can't wait for the copy and paste function, that will make everthing soooo much easier... -Cos. -
Beta: wrp-buddy v0.3b released
Cosmic Evolution replied to Dschulle's topic in ADDONS & MODS: COMPLETE
Dschulle, Thanks for the great prog. Also, thank you for figuring out the problem without much(any?) help from us outsiders... One thing though, you've removed the support Dll's from your zip, so anyone dl/ing for the first time isn't going to be able to run it. And that's a shame, cause this thing is awesome... Keep up the good work. -Cos. -
Beta: wrp-buddy v0.3b released
Cosmic Evolution replied to Dschulle's topic in ADDONS & MODS: COMPLETE
Everytime I try to load the exported Wrpedit Height Field file, I get and Import Error !! ? Can anyone help? -
It is possible, but it may not be the easiest thing to do... Depending on how many available groups you have for player control, you need to make a variable in your init.sqs file for each one.  Then do something that checks to see if this player is the leader of any group... ie. GroupOneIsPlayer = FALSE ?(player == leader group1):GroupOneIsPlayer=TRUE ?(player == leader group1):publicVariable "GroupOneIsPlayer" for each of the groups that you need to check. then check if that variable  "  GroupOneIsPlayer  " is set to true or not as a condition to execute the script.. ie. ?!(GroupOneIsPlayer):[] exec "yourscript.sqs"
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Script called by radio run on server only?
Cosmic Evolution replied to Poet's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Poet @ 17 May 2003,11:48)</td></tr><tr><td id="QUOTE">Yup got a gamelogic called "Server" Its what I put in the server_loop.sqs thats got me puzzled. Say I have 2 arty scripts that are both launched by Radio Alpha. Do I just put : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> [] exec "navalstrikeV2.sqs" [] exec "heavy_ari.sqs" <span id='postcolor'> in the server_loop.sqs I get an error message when the mission loads to do with the navalstrike script, but it still works when I call it in via radio. Or do I need to add something else to the server_loop.sqs that only launches the script on the radio call. Sorry if I sound like a Dunce, I guess I am here. I can't get my head round it. Â <span id='postcolor'> All you'll need to do is add two new variable to the init.sqs file... Something like NavalStrike = FALSE HeavyAir = FALSE Then, have the radio trigger set these to TRUE... And in the server only script make something like... @(NavalStrike) [] exec "navalstrikeV2.sqs" @(HeavyAir) [] exec "heavy_ari.sqs" that splits them into two seperate groupings, allowing you to call them seperately (but only in order in this case). Does that help? -
Your link brings up an error page........
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It seems there is something wrong with the AI when they are in command of armour vehicles now. If you get into an MBT of IFV in the driver position and place two AI units in with you (gunner and commander) the commander will constantly call out targets to the gunner. It doesn't even pause for more then one second between targets and gives no time for the gunner to lock onto anything. Basically it has made it worthless to attempt to let the ai control the fire system. I used to do this all the time, since the ai is fairly bad at driving in a straight line or crossing bridges, but now they can't even shoot another tank. The only thing that seems to work is to remove the commander, which brings me to the next problem. After telling the annoying screaming fool to get out I continue to hear his orders until I force everyone, including myself to disembark as well (Sometimes this won't even stop him). I'm certain this is new to v1.90, like I said, I used to play the driver all of the time. One other thing, it seems like in MP it takes ALOT longer for you orders to be issued and received amongst your team, and even longer for them to act upon them then it ever had before. I don't think it's to major a thing, but sometimes the AI doesn't do what you say at all, especially if you try to issue multiple command in quick succession. The eariler commands don't seem to be issued like the used to, the seem to be getting over-looked by the game now. This hasn't been happening until v1.90 either... I hope someone and recreate these so they can be fixed in the next patch..
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This thing is great. I'm glad someone is working on eastern vehicles... A couple of things though. I only got to try it out for a few minute last night, but I was having problems with guys getting into and out of this when I inserted it as an empty unit. I couldn't get a gunner to enter the vehicle, he kept getting stuck underneath it and my commander wouldn't get out until I started moving forward, then he ejected? Also, when I was gunner and using 3rd person view I couldn't move in a full 360 circle, it would stop like the boats do, at about 110/120 deg. of motion, but if I was in optics I could go all the way around. (at least I think I could.) Hope this helps.... Cosmic
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Evacuating wounding???
Cosmic Evolution replied to kleaner2's topic in OFP : MISSION EDITING & SCRIPTING
Yeah, There are alot of things that change when you get wounded... For starters damage, then handshit and canstand will change depending on where your hit... A script to check these things really shouldn't be that hard to make. After that all you need to do is choose a location and call the medivac., force movement of all wounded to that spot to load-up... Doesn't sound too hard, does it? Cosmic -
5--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Terox @ Oct. 19 2002,185)</td></tr><tr><td id="QUOTE">Why did u put a bloody bicycle in the game, there are literally hundreds of addons made by some very competent folks out there and some of them are brilliant. Why didn't you use these and spend more time getting the meat of the program right<span id='postcolor'> Isn't this the first vehicle/object that allows animation of the player while "in" the vehicle... Â It seems to me like this would be a GREAT step forward for the mod making community. Â Or have we always been able to animate the character INSIDE the vehicle?
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Does anyone know?
Cosmic Evolution replied to Cosmic Evolution's topic in OFP : MISSION EDITING & SCRIPTING
Yeah!.... If you just use setdammage to kill off the units that are used to define groups instead of deletevehicle everything will work as planned. I hope this helps to save someone out there ALOT of time... LOL -
HELP! I've looked everywhere and haven't found a solution... Â Can anyone help...? Â Here's my problem: I've been creating a largescale MP mission since around a week after OFP:R came out. Â It invovles capture and hold combat across an entire 'new' island. Â I want to make it possible for you to "remove" units from your group to defend/reinforce areas that you've already made your way through so your enemy can't just come in behind you and take what you fought to gain. Â Anyway, It's 99% complete, and I went to test it on a dedicated server. Â UGH!!!! Â Now everytime the JOIN command is used by a client computer NOTHING happens, the unit just continues along without a blink. Â I've tried moving the unit to grpNull first, but this results in the unit just standing there doing nothing, and the JOIN command still won't place that unit into another group. Â I've created Server/Client Scripts, made ABSOLUTELY sure that ALL the variables invovled in these scripts are defined properly, checked and rechecked (and rechecked ....) anything that is invovled with the mentioned scripts, but nothing seems to make a difference. (ps. ALL group are defined in the init.sqs file from units placed in the editor then deleted after their group are made into variable.) I'd like to add that the scripts work PERFECTLY if I am the server. Â It doesn't work if I make it into a Server only trigger, or if I run the script solely on the server as well? Â They work perfectly in MP for the SERVER only? Â Does anyone know of a workaround that can make them work for the CLEINTS too? Â Any suggestions at this point would be very helpful. Â Also, is anyone else experiencing this problem? Â I'd like to know I'm not the only one losing my mind here... Â Anyway.. SO far I've worked myself down to one possible answer, but I have no desire to use it. Â It would require determining what type (ie. weapons) the unit is and how much ammunition it has, then deleting that unit and creating a new one in it's position then arming it to resemble the deleted unit. Â I really don't want to do this if someone has a better way.. Â Â Also... TO BIS : Â Might this be covered with v1.85 Â If so I'll sit patiently in the corner until your release. Â As I've said, it's 99% done, save for this little snag... v1.85 didn't do it... ?? Anyone?
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Does anyone know?
Cosmic Evolution replied to Cosmic Evolution's topic in OFP : MISSION EDITING & SCRIPTING
Hmmm. Now that I've taken a better look into this I've found that the join command will work if the unit I used to create the group isn't deleted.  It will not work for clients in MP, however, when the variable for the group is set and then the unit used to declare the group is deleted with the deletevehicle command.  I guess this would be best directed to BIS...  Is this how it is meant to work, or something that you can fix in a future patch?  I'll recap  : In MP the JOIN command doesn't work on a client computer when trying to join units to a group that is "empty" (only created in editor then emptied with deletevehicle).  It will work for the Server, or if the group still has the original unit in it (not deleted).  ps.  This may not be the only time it doesn't work, as I have tried to create a helicopter support  script that brings reinforcements to join your group in battle, but they do not join with the players group once they have arrived at the LZ.  They just chase the helicopter back to the base it came from...  I'm still checking this usage out though, and will post the results once I have a better grasp on it. Also,  (since this is the editing section)  Is there anyway to put a unit into a group using the SetGroupId command?  I've tried this method as well, but it doesn't seem to be able to change a units group to the requested one if the group already exists.... Just thought I'd see if anyone has done something like this and can help me work around it.. -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (KillerPain @ Oct. 07 2002,03:51)</td></tr><tr><td id="QUOTE">Ok, this is wierd, Now when I launch OFPR, I get like mouse lag, my mouse moves a like 0.5 frames per a second. Â And when I go to join multiplayer games(which takes forever), I have a <300 ping filter set. Â And only like one game shows up. Â All the others ping at like 500. Â When they usually ping at like 100 or something. Â It is really messed up. Â Once I play a game though it slowly works itself out. Can anyone explain?<span id='postcolor'> Check and see if the shortcut for the game is calling from it's location or through your network.. Â I had similar experiences around three weeks after getting OFP:R. Â It started after I went and played a LAN game at a friends house. Â I still have no idea how it happened, but It made OFP:R run horribly.... Â I know it a longshot though... Cosmic
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1.75 server multiplayer mission inconsistant
Cosmic Evolution replied to Rexxenexx's topic in TROUBLESHOOTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (bn880 @ Oct. 07 2002,18:57)</td></tr><tr><td id="QUOTE">Alot of what you guys are experiencing, especially with triggers, is solved via Server/Client specific coding.  Search these forums well for MP and Multiplayer scripting questions.  Also look in www.ofpec.com  and their forums. Once you get a good understanding of how to debug MP code, you will be able to find workarounds for 95% of your problems. <span id='postcolor'> Yeah, alot of things can be overcome by server/client scripting, I do agree with you there.  BUT, I find myself at a loss as to where to even begin.  Perhaps you can help... My current problem lies in trying to remove units from the group I lead into a 2ndary group that is associated with my group.  I use a check of my group to a variable I set in the Init.sqs and this works, until I am a client and the mission is on a server.  Then, The mission starts having a random discission as to what action it should take.  One time it will not properly see what group to associate me with, another time it will work perfectly.  It doesn't seem to have ANY reason for what it does, unless there is some kind of miscommunication between the server and client.  I figured if I just had the server run the script and use another method for determining who called it something like this would be transversed, but alass, now the script will not do anything, and since only the server runs it, I cannot get any info back from the script.  (Yet if I am the server everything works exactly how it's supposed to?) Like I said, I'm at a total loss...  I just hope that things will have been worked out in this upcoming patch.  If not I will galdly release the mission in it's current form to anyone willing to take a look and see if I just can't script this thing properly. I also created a few Radio calls which use variables set through the action menu to call support (like bringing the 2ndary group to my location), but even when these scripts are run on the server only, and the only thing set by the client is a publicized variable, the script fails to perform anything...? Anyway, I'll just sit back and patiently wait for the patch and keep looking for a MP mission that uses anything like what I've tried to create to see if someones found a workaround... Cosmic Evolution -
1.75 server multiplayer mission inconsistant
Cosmic Evolution replied to Rexxenexx's topic in TROUBLESHOOTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Rexxenexx @ Sep. 16 2002,05:30)</td></tr><tr><td id="QUOTE">I've made some multiplayer missions, you can see them at Cali Resistance server, that when served randomly activate a trigger or in some cases the triggers just dont work. The missions all work perfect when I preview them in the editor, but when it comes to serving it problems happen. For instance I made a simple rectangular trigger that was set to East=>NotPresent, so when all the east was eliminated "2" objStatus "Done" was activated. Its angle was 35deg and the size was 50X250. This worked perfect over and over, but when I put it to the server the trigger was activated at the start of the game. Because I thought their might be a bug in rectangles at an angle I set the Azimut to 0 and made is larger to cover the same area. Again played perfect in preview, but triggered at start. I tried deleting and recreating, also rotate and moving still on the server for some reason it was triggered. I made it a ellipse and messed around and it didnt work on the server till I made it a large ellipse 250X250 0 Azimut looks silly being so large for that area but it works when served! I was wondering if this is common or is there a way to fix a mixed up trigger on a server?? Also the missions seem very nice and consistant in the editor preview even in single player, yet when they are in multiplayer the cars go off on different paths to way points, or a tank will get excited even when initialized as "SAFE". Could it be most of the players have tweaked downloads or am I way off? I would love any input on this topic thanks!<span id='postcolor'> I've also noticed similar problems with missions I've made... Â I have created scripts for a MP map that allow you to radio call for support from your base and call support from a 2ndary group you are associated with. Â Unfortunately, though both scripts work in single player mode, they only work for the server in MP games. Â No matter what I've tried, they simply will not perform correctly. Â The newest and most significant of these is shown in my last attempt. The script starts, creates the helicopter, creates the units to fill the helicopter, and then NOTHING. Â The newly created units stand there and do nothing. Â I've placed checks into the script to see if the grouping is incorrect, if the units aren't properly defined within the script, and made sure that it operates properly while in a MP game. Â Yet this doesn't seem to make a difference. Â Is there a missed communication between the server and client computers? I have purposely made the Radio Call operate only on the client computer making the call, could this be the reason. Â I would think not considering I have multiple other scripts doing the same thing in the same mission, just activated through the action menu instead. Â I tested it playing as the server in MP as well, and the radio worked fine for me, then for the client it wouldn't even create units... Â Something seems very wrong here. Â I'm hopeing this problem is addressed in the patch being prepared for release.