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copä�te

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About copä�te

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  1. copä�te

    Back to CTI for dummies

    Thanks, very much interesting indeed. @CTI player IF congrats for the TZK CTI project, that's amazing work ! I am struggling to not get roasted by the enemy AI and to properly direct my own AI when commander. crCTI mission briefings says there are(were) manuals available at cr-ofp.dyndns.org. But the site is down and even with archive.org I couldn't get such guides, do you know where I can find some guidelines for AI commanding and basic game best practices ?
  2. copä�te

    Back to CTI for dummies

    Due to the current state of worldwide lockdown I have time to waste (or let's say to dedicate to various activities other than work), so I took a chance to play OFP again. After a few hours in single player (nothing like stealing a T-72 at Dourdan in the classic Ambush mission), I tried to go back multiplayer. It was a very good surprise to find active public servers on http://kondor.armagame.pl/ofp_servers.html and OFP Monitor through master.ofpisnotdead.com. Some are running 1.96, some 1.99 or 2.01: What is the main reason behind that ? What is be the best way to proceed then: go 2.01 and rollback to 1.99 if you want to go for a 1.99 server ? Is it just me of most of the 2.01 servers have pings around 150+ ? Addons-wise, each server seems to be running its own dedicated mods (e.g. @TuPaS ; @PRMOD) or set of mods (e.g. @dvdcrcti1.79;@80+Islands1.3;@wintercti7;@sons;@res-z). After downloading most of those I could found, I am still a bit confused about how to handle them : Is there a smart way to proceed ? Or you just accumulate the GB of mods and get a specific shortcut with the right mod list per server ? I was looking to play CTIs but I am also lost among acronyms and game options (MFCTI, crCTI, TZK CTI, KCTI, ...) : is there anywhere I can find basic info on the different sort of CTI and how to best play it ? And how to understand missions names and stuff ? e.g. what's behing a "crcti1.0_@bis_res-z_para" game ? Is it possible to locally host on HAMACHI for playing with 1 or 2 buddies ? Is there any value in it ? Bonus question : Is CrimeCity still a living thing ? Many thanks !
  3. copä�te

    FFUR - Huge Release !!

    Have we got an approximate date for the release of FFUR 2006
  4. copä�te

    Help for making a turn out MG!

    Your link seems to be dead, at least, it is not working on my PC. ... Well, I do know that there is a lot of people working on it but, I just want my questions to be answered, because my work seemed (at least to me) more "simple"(no big works on config.cpp or *.p3d, just on sripts) Does anybody have an answer to some of my questions ? P.S: As an exemple, LIb41 mod have realesed a kind of work like I try to make for their Hull mg. If someone answered to my first question, I would be able to have a fully working script for my work. My second question is mainly a question for economizing ressources for low computers... So sorry gor my very bad English ...
  5. Since a long time I have been working on a project to give a machine gun for tank commanders. I encountered many problems, I have fixed some but some bugs are still unfixed. 3 questions: *There is a command Getdir which gives the tank's direction and [Getpos which gives the tank's position. Is there a command which can make possible for me to retrieve the direction and the position of the tank's turret?unsure.gif *Now the second and the toughest questions: I'm working on this project on a mission. An empty tank, a machine gun 2 lads and a trigger to start the scripts. Here are the init of some objects: The tank: Name : Tank init: this setBehaviour "careless"; this addAction ["Turn Out MG","turnMG.sqs"] Machine gun: name mg_turn init *empty* The first guy (player) Name : aP init: this moveInCommander tank; this setBehaviour "careless" the second guy, noname init: this moveInDriver tank; dostop this These two guys are in the same group, the leader is the player. The trigger Condition : true on activation :[tank,mg_turn] exec "mg_turn_out.sqs" Now the scripts: mg_turn_out.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;_carrier =>tank "carrying" the mg ;_cargo =>mg a "put" on the tank _carrier = _this select 0 _cargo = _this select 1 CoPeTe = false goto debug #BOZO truel = true _x = (getPos _carrier) select 0 _y = (getPos _carrier) select 1 _z = (getPos _carrier) select 2 _GetdirC = Getdir _carrier _Angle = 360 - _getdirC _cargo setPos [_x+(0.5*cos _Angle + sin _Angle), _y+(0.5*sin _Angle -cos _Angle), _z + 1.25] _cargo setDir (getDir _carrier) ~.01 ? (!CoPeTe) : goto "BOZO" exit TurnMG.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;aP =>player or/and tank commander ;tank =>the tank which carries the mg ;mg_turn =>the mg which is on the tank aP action ["TURNOUT", tank] ~1 aP action ["eject",tank] aP MoveInGunner mg_turn tank removeaction turnOutMG turnIn=mg_turn addaction ["Turn In","turntank.sqs"] TurnTank.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;aP =>player or/and tank commander ;tank =>the tank which carries the mg ;mg_turn =>the mg which is on the tank aP action ["eject", mg_turn] aP MoveInCommander tank aP action ["TURNOUT", tank] mg_turn removeaction turnIN turnOutMG=tank addaction ["Turn Out MG","turnMG.sqs"] Here are my 2 last questions: How to put my mg off the mission editor, put it thanks the command Createvehicle in the first script and then retrieve its name for the other scripts? I believe that a *.sqf would be useful to replace the first script because the game lags a bit on old computers. If yes, may someone make me one of these *.sqf because i don't speak the *.sqf language at all... OK that's all, thank you to have at least read this post to the end and thank you for your answers or your comments... Thanks to Messer for the translation! We are french, sorry for our (maybe...) bas english...
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