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GT-Maddtim
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Posts posted by GT-Maddtim
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Terry,
I'm running a Synaptics (2100 I think?) single port router that I then have plugged into a switch. Â doesn't matter if I have my external port set to DHCP or static address assignment. Â Internal addresses are handled by the router via DHCP. Â To try and clarify what I did a little: Â Most routers proclaim to have a "built in firewall" which is actually NAT (Network Address Translation) not mapping the external IP to the Internal IP. Â As a result, external traffic gets stopped when it tries to goto your machine because it doesn't know where to go. Â Now most routers will allow you to configure a version of NAT called NAPT, which allows you to specify a "default" internal IP address that all inbound packets are sent to. Â Where I REALLY see this making a difference is on voice communication programs and the like. Â But even if you don't directly map the external IP to the internal one, there should be a generic setting to enable NAPT so that at least requests that your machine makes will find their way back to your machine. Â You won't be able to host if you don't map the internal IP, but you should then at least be able to connect to a server.
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Terry, I play using a router and have no problems. What it sounds like is happening is you can connect out but, when the packets come back in, they aren't being properly forwarded from your external IP to your internal IP and are thus lost. What you may want to try is to check the NAPT (Network Address Port Translation) settings on your router. I wound up configuring mine to directly map the IP of the machine I play on to the external address. The other thing you can try is to route the specific port ranges required by OFP to the internal address of the machine your playing from. Doing that will leave some of the "firewall" features of NAPT in place but takes alot more on the configuration end, especially if you cange internal addresses at all.
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THANKS! I actually have DePBO and StuffPBO but hadn't gone looking into it yet. I do have problems exporting the files occasionally though (like description.ext is unreadable, etc) but I'll give it a shot.
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Hmmm, that's what I was worried about. The other thing that worries me is we want it setup so that only flag captures count, not actual kills. Sounds like to get this thing right we would have to recreate the mission. Can anyone confirm this or am I just way off base here?
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I think I've got this right but I wanted a little input to confirm it for myself since I can't test it until tonight. On my dedicated server, I want to setup CTF games in the custom config file to run with no time limit and to end after a set number of flag captures. Right now, these are the settings I put in:
param1 = 10000 (unlimited time I think)
param2 = 20 (ends after 2 flag captures, 30 would be 3, etc)
Is this correct? I know networking and hardware but don't have a clue on scripting. Thanks in advance.
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Mindy, THANK YOU VERY MUCH!!!! That's the exact info I was looking for.
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Thanks for the input all, but here's why I'd like to know. As part of a league I'm in, they attempt to design maps that are as even as possible. To this end when the West is given an Abrams, the East gets a T80. Now it has been our experience that, in OFP at least, the M1 has a faster load rate, better armor, and does more damage per hit. In order to give a proper argument to better balance the missions, I'm trying to figure out, based on the in-game stats, approximately how many rounds it should take an M1 to kill a T80 and vice versa. Now I know the crew can be killed before the tank based on certain variables, but I'd like to know the in game specifics of what each can dish out as well as take. If anyone can give me this info (BIS?) I'd really appreciate it.
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I was wondering if anyone had the information available in regards to the armor ratings of both the M1A1 and T80, along with the damage caused when they shoot something (both direct and indirect hits). I've done a lot of looking through the various files in the game but have not been able to find the info. If you could let me know what these values are I would be most appreciative.
Respawn killing/base raping/camping...
in MULTIPLAYER
Posted
Well, this is the way i look at it:
Spawn Killing - Killing someone with 75m of their spawn site (give or take). If you're moving out of your spawn zone (for instance, to the trucks 300m away in your post), and you get plugged once you're away, shame on you for not taking actions to protect yourself. If you've moved that far you've had time to protect yourself. On the other hand, killing someone just after they spawn and haven't had time to move/find cover IS spawn killing and I frown upon it.
Base Raping - Base rape to me is going into the enemy base and blowing everything up, period. This give you the advantage of tanks/choppers when they have nothing, creating an unfair advantage. In most of the games my clan plays, we play by the rule of shooting only moved/occupied vehicles. That way you still have to earn your win as opposed to shooting unmanned tanks to run up the score.
Camping - what's wrong with that? Many times the situation will call for defensive or stealthy measures. "Camping" could merely be hiding in a bush, or slowly making your way through an area to keep the noise down. Point blank, if you find a good area of cover that affords you protection while you blow the other guys head off, more power too ya.