

KaRRiLLioN
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Everything posted by KaRRiLLioN
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It's most likely the App isn't designed to utilize dual core. I've conducted several tests with my AMD and thus far it's far outshone the competition when it comes to multi-tasking. Most games just aren't designed with dual-core in mind. I'd recommend reading up on dual core on http://www.TomsHardware.com and http://www.Anandtech.com. The benchmarks show that the AMD Dual core have no issues with most apps, and can greatly increase performance especially when you're doing multiple things. Hopefully the non-complaint software will be patched. I would assume Pentium D's perform similarly.
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I didn't really get that granular when checking this, but I'm aware of several other games that have issues synching with dual core processors. For example, GTA: San Andreas will run everything at light speed after playing with both cores enabled after a while. At first the game will start out with normal synch, but the longer you play the game, the more out of synch the timing gets until all the cars, people, etc. are running by at about 5x the normal rate, and it speeds up and slows down in spurts. I'm assuming that this is happening in OFP as well. The problem is that once it happens, disabling the 2nd CPU core doesn't seem to help. OFP is meant to be run on 1 processor and although it runs multiple threads, it's not a mutli-processor game and the dual cores seem to trip up its timing somewhere. I'm curious as to whether this is an issue on normal 2-way PC's or if OFP is inimical to the design of dual-core processors.
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Aca - did you download my version of it? Sebastian's original has no weapons and it also can't go over water.
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ftp://addons:[email protected]/speeder.rar I made it so it can travel over water and it simulates being able to free-fire a laser around it.
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Cell, what do you need to know about setpos'ing platforms? If they're of a building type, then you can setpos them and they'll stay static in that same place up in the air.
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Trigger squashes var assign??
KaRRiLLioN replied to Doolittle's topic in OFP : MISSION EDITING & SCRIPTING
Triggers are basically like scripts. They have conditions, they have wait periods before activation, and if they are set to "repeatedly" then they loop for the entire game. Triggers are global because they "exec" on all clients at game start. I don't know if they check for the condition local server on all clients in each loop, but I bet they do since there's no way to exit a trigger as there is in a script. In a script you can do: ?!Local server : exit and the clients don't run that script any more. Scripts are better to use. In the init.sqs you can have all server-side scripts exec like so: ?Local server: exec {script.sqs} and that way clients never have to run it at all. I do use triggers to end RTS and other missions because sometimes the forceend doesn't work from a script, but it's only a trigger that monitors for the gameend boolean. -
3-team CTF, can it be done?
KaRRiLLioN replied to PlaneShifter's topic in OFP : MISSION EDITING & SCRIPTING
Right, but if a units dies whilst taking a flag, then I normally have it revert back to neutral because otherwise the flag will be untakeable since the flagowner died while he still had the flag and you have to put the flag back on the pole and give it a flagside. So there are times where the flag wouldn't belong to anyone, unless you have it revert back to res each time which would be rather unfair. Here's a link to a non-addons C&H: ftp://addons:[email protected]/3waych.zip The script could be improved a lot, I'm sure, since I made it back in my early scripting days, but we rarely play 3-way missions anyway. -
Trigger squashes var assign??
KaRRiLLioN replied to Doolittle's topic in OFP : MISSION EDITING & SCRIPTING
I wouldn't use a trigger to do this. Triggers are global so the Obj is reset to ObjNull on all clients before it has a chance to exec on all clients because some clients might be ahead and others behind due to lag. Â Instead make a monitoring script to do it. Â If you were to depbo an RTS3 mission, you could look into the RTS3-BUILD-Building-AddAction.sqs script for an example. Â Basically in init.sqs have it exec something like so: [] exec {ObjMonitor.sqs} Then in ObjMonitor.sqs: #Init ObjA = ObjNull #Monitor ~1 ?isNull ObjA : goto "Monitor" [ObjA] exec {anotherScript.sqs} goto "Init" Now, if you have a script that creates ObjA, simply have that script publicVar it and then the other clients will get the msg and exec the script and reset ObjA to null on the client side. Â Just don't publicVar ObjA after it's reset to ObjNull so that way any lag issues will be taken care of on the clients. There are several other scripts in RTS that do this but I don't remember which ones off hand. -
A good example is also the dammaged EH. Even though it is public in MP, if only the server had the EH on a unit, then nobody else would get the info. Each client has to put the EH on the unit you wish to monitor. Then when the monitored unit is dammaged, every client with the EH would get the msg. Killed and Hit, even if placed by all clients on the monitored units will still only return the results of the EH to the affected parties, so only the shooter and shot will get the info from the EH. I have a safezone script which uses Hit to monitor if someone is firing into a safezone, or out of a safezone. It shows a message if someone violates the safezone, but only the shooter and the shot will get the msg. This can be fixed if you create a script that runs on each client to monitor for some vars which you publicVar from the script exec'd by the Hit or Killed EH's, however.
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Official color of resistance?
KaRRiLLioN replied to Doolittle's topic in OFP : MISSION EDITING & SCRIPTING
I use blue for west, red for east and green for guer. I never could understand why green was used for west. There was a point in time where I used yellow for guer, but changed my mind since green is easier to see on the map. -
3-team CTF, can it be done?
KaRRiLLioN replied to PlaneShifter's topic in OFP : MISSION EDITING & SCRIPTING
Doolittle, I've got a dozen or so 3-way's on my server, and they're all marked as such if you wish to get them. Â All you have to do is in the advanced options set Resistance friendly to NONE and then setflagside to their respective sides. Â Also, in order to keep someone from taking more than 1 flag at once, just stick a check in there to see if they're the flagowner for any other flags at that time. Â I didn't put a check in mine, however, since anyone going for more than 1 flag usually ends up dead before they can cash in on the points. Â Check out 3-way bay on everon on my server for a good example. I did try making a 4-way with Civilians, but since civs are neutral to all parties, they can't take flags, and nobody can take their flag. That's not to say it couldn't be worked around somehow, but 4 teams is kinda crazy for CTF anyway. I've also made some 3-way C&H's which is a tad trickier, but still fairly easy. Â Since the flagside must be set to Resistance for each flag so either East or West can take it, then I have it monitor if a resistance player is close to the flag, and if so, it'll change the flagside to East so the Res player can take it (if it's not already in Res's possession). -
Feel free to modify them to use no addons if you so desire. Â Â Personally, I enjoy shooting zombies with M249's and Masterkey shotguns....but that's just me. I may have posted the url at ofp.cz and I used to get a lot of emails requesting them, so someone else may have put up another d/l link. BTW, there was another zombie type mission that takes place in the WW2 timeframe. Â I can't remember the name of it, but it had voice acting and such and was pretty cool. Â I think it came out about 7-8 months ago, but I just don't remember what it was called. Â You fans of living dead shiznit should check it out as well. Â You get to shoot up zombies and Nazis! Â It's hours of family fun.
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I think these are the 5 that I made. NV 1 requires no addons. NV 2-5 require BAS Rangers weapons NV 5 also requires Mig's Farmland Animal pack since there are some zombie animals in it. Also other creds on these: Nogova Virus 1 originally by HomerJohnston Skye Virus (the originator of OFP zombie folklore) by D.murphy man I don't know how old the versions are in this zip but I made several changes a month or 2 ago. Â Mainly I gave the player zombies slightly better leaping capabilities so they could harrass their former teammates. Anyway I've put up a new zip file with the latest versions. Â You can get that from ftp://addons:[email protected]/NogovaVirus1-5.zip If you need any addons, go to my web page at http://ofp.info/karrillion and you can download what you need there. Â You can also use OFPwatch (I have a link on the page) and put in my server IP (look in my sig for all relevant info).
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When you drive/pilot a vehicle in 1st person as the ninja, you get this "mask" effect which narrows your view a great deal. Does anyone know how this is done?
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If you come to play on the server you will need at a minimum the Island pack, Auxilary pack, and possibly some items from the BCmodern pack. That's because I have about 8 Ninja missions. 3-4 are C&H, 3 are CTF and 1 is coop. They are on various islands, including Tonal, Kalina, and City Harbour. Anyway, I have a 45mbps FTP, so downloading doesn't take long, and if you use OFPWatch as linked on my webpage, then it'll auto-snag whatever you need. If you want the modified version only, PM me and I'll get back to you with a link, so long as you don't post the link publicly. Also, if you swing by the server and we're playing a non-addons mission, then someone can probably give u a link for the Ninja.
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I've spoken to Itweas and he told me what to change in order to get the climbing to go higher. I also fiddled with it and edited the jumping abilities. This is primarily for me and the peeps who frequent my server. I wouldn't be comfortable releasing it here since it uses the same .pbo name and it might conflict with the original. Itweas also said he's working on a newer version and it's his baby so I'm not going to preempt anything he's doing. If you wish to use the modified ninja, you're more than welcome to come to my server and we'll tell you what to get there, but I just don't think it's a good thing for me to post links here. BTW, this is one of the best barrier-breaking addons I've seen. The way that he detects building edges and heights is exellent!
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We've been having a lot of fun with this on City Harbor island in Kamai city which is a huge city with lots of skyscrapers. I edited the Ninja so he can climb up the tallest buildings and I also made his 100% jump give more lateral movement so you can jump from one building across the street to another. I made some CTF/CH and coops for the ninja as well with all the flags on top of the buildings. It's pretty sweet having Ninji wars. I also made an East and Res version of the Ninja and made the East Ninjas red and the Res ones Green. Right now some of us on the server are working on throwing stars. Basically all it'll be is an invisible weapon with a star model for the ammo. Anyway, this is an amazingly well done addon and has added a much-needed fresh coat of paint to OFP!
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Random, limited respawn
KaRRiLLioN replied to Major Fubar's topic in OFP : MISSION EDITING & SCRIPTING
Just create a trigger in the mission area and have it activated by West Not Present (or whatever side the protagonists are on). In init.sqs have a variable PlayerDeath = 0 initted. Have another trigger for each unit that is triggered by their death, i.e. !Alive West1 && Local West1 (to keep the count local) Â Have this trigger exec a script which uses random #'s like so: ;;RespawnCheck.sqs PlayerDeath = PlayerDeath + 1 _ran = random 1 ?_ran <= .75 && PlayerDeath < 2 : goto "respawn" ?_ran <= .50 && PlayerDeath < 3 : goto "respawn" ?_ran <= .25 && PlayerDeath < 4 : goto "respawn" ;;You can decrease the chances differently if you want ;;If they have more than 3 deaths, then it goes to norespawn. #NoRespawn ;;Setpos the player on an island in the middle of nowhere Player setpos getpos Somewhere ;;Create some kind of camera, like the death cam in this area to trap them here. Exit #Respawn ;;Player respawns as usual. Â I'd use Instant respawn in description.ext Exit When the West Not Present trigger is activated because all units are dead, Then have another script get activated from this trigger move all units from the group to whereever you want the 2nd squad to start from and use a script to equip them however u wish. BTW, this is a very rough untested version, but it's not too hard to do. -
CNC mod is looking for a CTI scripter
KaRRiLLioN replied to Jack Hammersmith's topic in OFP : MISSION EDITING & SCRIPTING
RTS3 1.44 and CNC-RTS already have working miners (with ore not tiberium), working power systems, turrets, and quite a bit more already. You can use what you want from RTS3 1.44 if you wish. Korax and Mr.Zig did all the work converting RTS3 to CNC-RTS but they might not mind if you use some of their functionality. Someone from the CNC mod contacted me a long time ago about making a working mining system, so I made this one for RTS3 but never heard back from them. The only difference between this and the way that CNC does mining is I took out the part where the miners have to return to the miner facility to empty their load. -
That'll be a nice server! Mobo specs and everything look good. Have you read any reviews on those parts at anandtech.com and tomshardware.com? And are you guys in Canada or the US? I saw u posted the prices in both. Any idea on if the new Armed Assault dedicated server will be multi-threaded? I really hope so. Currently I've got a Dual Opteron server, but I'd like to upgrade to a Dual dual-core Opteron server. I just ordered parts for my new rig, included is a Dual-core 4800+ on a DFI Lan-party SLI-DR mobo with 2GB of OCZ RAM which I plan to run some tests on to see how the dedi runs on it with some Full-AI enabled RTS3 games. I'll have to say that getting that 4800+ was a biyatch, every place was sold out. I spend so much money with NewEgg every year, however, that I was able to call them up and they pulled one they'd been selling as part of a bundle and sent it to me.
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Are you talking coop only? I do have a mission I made back in the 1.3 days named "Island Hopping". It's on Malden but none of the battles take place at sea. Rather, black ops are using them to clear some small islands. I also have a couple on Nogova that are part of a small series and one of them requires that you go from island to island on the small island group south of Nogova and clear it out and then get to the bridge. Another one you assault the northern airport in boats, fight off some enemy boats and get chased by Mi24's. But non of it involves anything larger than the PBR and east boat. I do have a C&H called Coastal Campaign that uses a lot of ships from the CNCRTS addonpack which has destroyers, assault ships, AA ships and also a large cargo ship that can transport tanks. The objective is to capture the 4 small islands south of Nogova and hold them for a certain time to win. Dunno if any of that is what you're looking for.
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If this unit will exist at the beginning of a game, you can also go into the mission.sqm file with notepad, find the civ, and change the side info to West, East or whatever you want them to be. Â Make sure you also change the main side heading as well. It'll look something like this: Also, if this is a player, or a playable unit, when they respawn, they'll stay on east so you don't have to do any scripting to keep them that way. You don't need the Egroup = group this stuff in there, that's for a specific roadblock mission I made where civ's are trying to escape a city while the west tries to blockade them. If you're trying to make someone who is already a civilian on a civ SIDE in the mission change during the game to a SIDE of west, then the scripting mentioned in previous posts works. Just have a pre-existing unit somewhere on the map that is side west, Join the civ to that unit, then join the civ back to GrpNull like so: That should make them turn west.
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If you simply need to keep the var names of the vehicles, you can do this. Copy and paste the following text into a script named vrs.sqs (or whatever you want to name it). Just remember not to name your vehicles in the "Name" slot in the mission editor. Â Instead put VarName = this in the init blanks of the vehicles so you won't get a reserved var name error. Also, in the init blank of the vehicles in the mission editor put this to exec the script:
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So you're respawning it using a trigger? If so, then in the condition blank of the trigger put And make sure you have a server game logic somewhere to prevent multi-spawn in MP. For the createvehicle line have this: And make sure in the mission editor you don't give the tank a name of M1 because then you'll get a reserved variable error when trying to rename it M1. Instead in the Init blank of the tank, put
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Dialog & scripts for a inventory / ammobox
KaRRiLLioN replied to Trapper's topic in OFP : MISSION EDITING & SCRIPTING
I made a loadout menu a while back, but it sounds like you're trying to get very granular with yours, all the way down to the ammo. Â Mine mainly deals with magazines and the weapons. Â Here's a link to an old thread where I talked about it. Â I had to edit the post to make the links in it up to date. http://www.flashpoint1985.com/cgi-bin....y352152 Edit: after looking yours over even more, I think you're going more for an inventory standpoint. Mine doesn't care about inventory, it just deals weapons, so it's probably of no use to you script-wise.