El_Nino
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I could live with it staying that way since I just want to disappear the fixed bargate and replace with a movable one in the editor. By chance do you have script sample for how to do this?
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Kronzky, Thank you for the reply. Â Still trying to get this to work. So far I have: 1. Â Game logic over the bargate named "bg1" to test: 2. Â A proximity trigger on initialization does bg1pos = (position bg1 nearestobject 3195); bg1pos setdammage 1; (***note:works so far to destroy the bargate) bg1pos setPos [getPos bg1pos select 0, (getPos bg1pos select 1) + 10, getpos bg1pos select 2] But the bargate doesn't move. I've tried it on other fixed objects to the same effect. Â Do I need something else in the setpos statement to recognize the ruined object? Â What else am I doing wrong? Â Thank you for helping out
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Nuxil, your recommendation worked like a charm. Thanks so much. Unknown, I tried your script out but without success. I have a feeling that the bargates planted at the border crossings in Corazol are fixed objects that are not moveable like the ones you can place with the editor. When you stand next to them, there's no open/close icon. I am able to destroy the fixed bargate by using set dammage. It tips over. What I'd like to do now is remove the damaged object and place one in its place with the editor. Would really like to have the gates down when the player approaches, then raised when they are allowed through. I tried using deletevehicle to remove the damaged bargate as the nearest object as here: http://www.flashpoint1985.com/cgi-bin....+object and here: http://www.flashpoint1985.com/cgi-bin....+object But no luck. Anyone know if there should be a way to remove the damaged bargate? Thanks again!
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Thanks so much! I'll try it and get back to you. A related question: I notice that there are a number of fixed bar gates on the road in Corazol. When you stand next to them, I don't get the same open/close icon as with bar gates I place myself with the editor. Anyone know if they are movable?
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Is there a way to open and close the bar gates with a script or command? I've searched the forum, google, and ofpec but haven't been able to find anything. The bar gates that are placeable in the editor can be opened and closed by the player. I'd like to figure out a way to make AI guards open/close the gate or at least appear to with some kind of trigger. I found this: House1=position this nearestObject 12345 The Name of the ID is now House1 House1 animate ["dvere1",0] For houses from here: http://www.flashpoint1985.com/cgi-bin....se+gate But can't seem to make it work for the gates. Anyone know if there's a solution? Thanks!
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Thanks mate. Worked like a charm (though I'm still curious to know what it normally takes to end the mission).
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Ebud, Thank you for this fantastic update. Quick noob question, for the life of me, I can't get mission 4 of the campaign (internal conflict) to end. I had the same problem with the Insurgency campaign pre-redux. Never completed mission 4. I assume it's because there's still a tango alive someplace but I've never been able to find him. I looked at the mission in the editor but haven't yet figured out what it takes to end the mission. Any ideas? Thanks El
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Thanks all. I think we'll give sockets a try. If that doesn't work, we'll try hosting over ASE. I read plenty of posts here and scoured AVON Lady's FAQ but didn't really find anything specifically adressing problems encountered while trying to join (as opposed to host). It goes without saying that less is better when it comes to firewalls and online play. The thing that confounded me about this problem is that I was able to see the server one day and join it after turning all firewalls off and placing comp in DMZ from router but not another. Also, was able to see and join the server one day without turning off any of the firewalls and without placing the comp in the dmz. In any case, we'll give sockets a try. Thanks for all your replies. El
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OFP's Sockets MP interface. You should no longer be using DP. Why should we no longer use direct play? To use sockets, does the host need to do anything different?
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@placebo: Â I wish the solution to the problem was that simple. Â Yup, got the right IP number. Also, forgot to mention that I seem to have no problem seeing or joining games that appear in the multiplayer screen for internet/sockets/gamespy. @RN: Â Thanks for deleting the other message. Â Wasn't sure which section to post in. Â Won't post dup messages again. @Avonlady. Â Resistance patched to 1.96. If not directplay, what other options are there? Â Are you thinking All Seeing Eye? It just seemed to easy in theory for him to host a game and for us to all join via IP. No one else has had any problems joining. Â However, they are running Windows 2000 and Windows ME systems respectively. Â The host is running Windows XP. Â I am running XP Pro SP2. Â I know there have been some issues with the SP2 patch and multiplayer games so I assumed that my problem was caused by something to do with XP. Â Also, I was thinking that since I am on the west coast of the U.S. and the host is in the UK. Â Other players are on the east coast of the U.S. with faster connections. Â Perhaps the problem is caused by OPF's default timeout setting when looking for multiplayer games. Â I was able to ping the server from DOS command window while he was hosting at about 256ms. Â Perhaps the OPF multiplayer Directplay function simply doesn't look for the server long enough before giving up and returning a blank screen? Thanks for your replies. Â Perhaps we'll see if we can get his server to show up in the Gamespy browser or else on ASE. EL
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Hey folks, My first post here. Â Just purchased OPFGOTY and am enjoying it immensely. Â My problem is that I am having difficulties joining a directplay game being hosted by a friend over the internet. Â The first time we tried, everyone but me was able to find the server and join without a problem. Â I wasn't able to see the server until I turned off Windows XP Pro firewall, Zone Alarm, and placed computer in DMZ on router. Â The second time I tried it with the same ip address, I was able to find and join the server without changing anything (XP firewall up, Zone Alarm on, and no DMZ change). Today, I can't see his server no matter what I do though others are able to join. Â All three times, he had his server set up directplay/internet. Â He insists that nothing has changed on his end and others were able to find and join the server no matter what. I know that there are many posts addressing the question of what a person must do to HOST a multiplayer game but I couldn't find anything about this issue. Â I checked the Avon Lady's FAQ (God bless her), but no joy. Any ideas? I'm running a P3 Windows XP Pro system. Â It's behind an Actiontec DSL wireless gateway. I have static external and internal IPs. Â If it's a matter of having a certain port open just to join a game, it seems placing my comp in the DMZ and turning firewalls off should take care of it as it did the first time. Â Why different today? Thanks in advance for any advice you can offer. El P.S. This is a duplicate post. I also posted in the troubleshooting topic. Moderator, please feel free to delete if this is in the wrong section. Thanks.