KaRRiLLioN
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Everything posted by KaRRiLLioN
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Does the dedicated server have all of the addons? If it doesn't then it'll not load.
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I haven't done one for Skye island yet, but it's an excellent looking island. I especially like that bridge over the valley. Has the size of the island changed at all? I've looked at doing one on it in the past. Perhaps when you're done with the new version I'll do it. I've got a couple of more islands that I'm looking at as well, Sarugao and Lahta island. Adding RTS to a new island isn't too hard, but on some islands, the AI have a much tougher time if there is a lot of inland water, or if it's made up of several islands since they don't navigate too well around them. I would also love to do one for Phaeden's island, but that island is in an unfinished state and has some serious bugs around that large mountain area, so I'm hoping someone will finish it because it's a very large landmass and the AI would have an easy time navigating on it (for coop and AI commanders).
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No, it doesn't really matter all that much. The markers are the default size for my territory war template that I adapted for RTS3 and I didn't re-size them as I did in the other RTS missions because the locations of the villages and LZ's didn't lend themselves to making regular sizes. Also, there are several things in my vietnam version that would not be in any other RTS nam's mainly because I just created them for Beta5c of RTS. I also re-wrote some bits of the Territory war code, so if there are any NAM missions out there that are identical to my NAM, then that would mean they are copied from Beta5c or 5d. Also the ammo crates have completely new dialogs for weapon loadouts. Thanks, Beamer, I'll have to look at your Trinity version. I've gotten a couple of more islands in the pipeline. Hopefully I'll get the non-addon versions updated to 5D code soon. Since it's changed so much from Beta4, I'll probably just have to copy them over and strip out all of the addons or something, as that would be much simpler instead of weeding through all of that code. I'm thinking of re-writing the Command and Control dialogs and making that a lot easier to use, but it'll probably be a major undertaking. Right now, controlling other squads besides your own takes too many dialog clicks. Hopefully if some decent Soviet jets come out I can look at getting out version 1.0. I've been holding off until I can remove some of the West jets that I've configured to be East.
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That's probably because I'm using the default towns that are already on the island, as I'm sure most people do. As I said, several people have made NAM RTS's and most people are probably going to use the villages and markings already on the Ia Trang valley in order to make their territories. Other than that, I re-wrote a lot of stuff in the RTS code to make it more NAM-specific, i.e. all of the ammo crate loadouts, and vehicles that can be purchased. As the creator of RTS-3 I wouldn't really have a need to ripoff someone else's mission if that's what you're implying.
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I'm not familiar with the VB-Team. I had several requests by a lot of different people to use RTS-3 to make NAM missions and I sent out the source to several people to do that. I know that Beamer at www.ofpnews.com made a few Nam RTS missions. I finally got around to messing with the NAM pack and had my own vision for what I wanted to see in a NAM RTS, so I made my own version. If anyone wants to build off of what I've made then that's fine, but I can't possibly remember everyone or know of everyone who makes their own RTS3 mods.
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I would prefer a new fictional conflict involving NATO forces and China or Russia, or maybe even a new conflict in Korea. Imagine trying to repel a massive North Korean invasion of South Korea. Or perhaps have China invade Russia and NATO joins with Russia to repel them, however China could have modern weaponry and such to rival the US which they made with secret help from US weapons manufacturers who betrayed national interests in order to make money! I'm just kinda tired of the WWII and Vietnam stuff, and I really think that mod makers can do justice to those anyway. Fictional modern conflicts would be more interesting, IMHO.
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I would prefer a new fictional conflict involving NATO forces and China or Russia, or maybe even a new conflict in Korea. Imagine trying to repel a massive North Korean invasion of South Korea. Or perhaps have China invade Russia and NATO joins with Russia to repel them, however China could have modern weaponry and such to rival the US which they made with secret help from US weapons manufacturers who betrayed national interests in order to make money! I'm just kinda tired of the WWII and Vietnam stuff, and I really think that mod makers can do justice to those anyway. Fictional modern conflicts would be more interesting, IMHO.
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So, the ratio of decent West choppers to East choppers is approaching 20:1 now? Thank god for the Mi2! I think the addons are great, but for most MP games, it's not much fun with the Soviets limited to 2 attack choppers (Mi24, Kamov) and then mostly cargo choppers (Mi17, Mi26, Mi2). The west choppers on the other hand (AH64, AH1, OH58, Littlebirds, CH47d and variants, UH60 and variants,Comanche, etc., etc., etc.) far outnumber the East ones. Don't even get me started on jets. I guess what I'm getting at is wouldn't it be more fun with some competition? Great job as always on the Kiowas!
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quakergamer released an M109 in desert camo several months ago. It's pretty good, although desert camo (by design) is pretty bland. =) I dunno if the new version of Hawk's 2s19 uses them still, but in the versions I have it uses the optics from quaker's M109.
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Action scripts in newly created vehicles
KaRRiLLioN replied to PRiME's topic in OFP : MISSION EDITING & SCRIPTING
What I do is rather simple. Â For example I have a script that adds an Ammo Cam action to certain vehicles. Â In that AmmoCam script, I have a portion of it exec on all clients in the init.sqs, and all that it does is this: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">#AmmoCamVclInit AmmoCamVcl = ObjNull @!IsNull AmmoCamVcl AmmoCamVcl AddAction ["Ammo Cam","AmmoCam.sqs"] Goto "AmmoCamVclInit"<span id='postcolor'> The vehicle respawn script for its part has this info in it: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> ?!(local Server): Goto "end" _vcl = _this select 0 _respawndelay = 10 _dir=Getdir _vcl _position=Getpos _vcl _Vehicles=[] _type = typeOf _vcl Goto "CustomArming" #start _wait = 150 ~2 @!(CanMove _vcl) OR (Count Crew _vcl) > 0 ?!(CanMove _vcl) AND (Count Crew _vcl) > 0 : Goto "Wait" ?(CanMove _vcl) AND (Count Crew _vcl) > 0 : Goto "Wait" Goto "Dead" #Wait @(Count Crew _vcl) <= 0 OR !(Alive _vcl) ?!(CanMove _vcl) : Goto "Dead" ?(Count Crew _vcl) <= 0 : Goto "DriverWait" Goto "start" #Dead ~_respawndelay ?(CanMove _vcl) AND (Count Crew _vcl) > 0 : Goto "start" ?!(CanMove _vcl) AND (Count Crew _vcl) > 0 : Goto "start" #Respawn deleteVehicle _vcl _vcl = _type createVehicle _position _vcl setdir _dir Goto "Skip" #DriverWait ~1 ?(Count Crew _vcl) <= 0 AND (_wait == 0) : Goto "Respawn" ?(Count Crew _vcl) > 0 : Goto "start" ?!(CanMove _vcl) : Goto "Respawn" _wait = _wait - 1 Goto "DriverWait" #Skip #CustomArming _num = Random 10 ~_num _ammoCamArray = ["M109","2s19_msta","2s19_mstac","f15eMk82"," Rad_Hornet_Mk83G" ,"Rad_Hornet_CBU87G"] ?(_type in _ammoCamArray) : AmmoCamVcl = _vcl; PublicVariable "AmmoCamVcl" <span id='postcolor'> The random Number is so that when the mission starts, not every vehicle is declared as the ammocamvcl together so the scripts can properly assign the actions. Â With lag this method can suffer simply because some clients may not receive the public var declaration. Â I use this method in a lot of scripts and it works great for the most part. Â In RTS-3 it is used a great deal because of all of the MP stuff to keep straight. -
I'm all for it so long as I don't have to make it. An ideal installer would put everything in the proper directory. The thing is, many players already have the addons that are in RTS (except the RTS3 Addon itself) so they don't want to have to install the entire thing each time. Obviously there'd have to be an installer for the entire thing or one that acted as a patch. I'm not familiar with that stuff, nor do I want to take the time to figure it out. I'd rather be scripting game stuff.
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RTS3 Beta5d is now available for download. Â This requires a new addons pack that you can get from my website. The new/updated addons now in are: F18 1.0 by Hudson and Pennywise Mi2 Urn by NO DKM Comanche 1.11 2s19 152mm Howitzer by Hawk Mi26 by Hawk Sarugao Island Lahta Island The new RTS3-Beta5D addon is now in as well. All east versions of the F18, Comanche, etc. are created in the RTS-3 Addon so the original addons are not changed in any way. To properly install these addons, first make sure to delete the old versions. To delete the old F18, you MUST delete F18_Blue.pbo and rad_hornet.pbo from your addons directory. Â Make sure that you delete them from your Res\Addons or OperationFlashpoint\Addons folders (or both if you installed it in both). The DKM Comanche file will be overwritten since it has the same name. If you have RTS3Beta5c.pbo in your addons directory, make sure to delete it. Â The new addon is RTS3Beta5d.pbo. Install all addons to your OperationFlashpoint\Addons folder and NOT your Res\Addons folder. Â Do NOT install addons to both folders. Â It's possible that you could suffer from conflicts if you do this. Other new stuff in this version: - Fixed the RTS3 Addon so it doesn't conflict with other missions - Added East versions of the F18, F15 and Comanche - East Comanche no longer shows up as an enemy to east players - Added the F18 CBU (Cluster Bomber) for $50,000 - Removed the F-15 Nuke - Tweaked prices for air units - Created two new loadout versions for the Mi2: Troop transport (Browning MG) and the Mi2 Assault (30mm Cannon, FFARs, Mi24 AGM's) This was done in the RTS3 Addon. - Replaced the East UH60 with the Mi2's - AI for SP and Coop now uses Mi2's on East instead of UH60's Known Issues: - The Radar Jammer for the east Comanche will throw up multiple enemy target spoofs. Â This is due to the way that the script works and I haven't added on a new user action that points to a different script yet. Â So if an East user uses the radar jammer, then he'll see tons of enemy targets around. - AI doesn't perform well on Ackropolis still. Â This is due to the large number of islands. That's pretty much it. Â Enjoy! I'm hoping to hit 1.0 here sometime soon but I'll need to go back and update the Beta4c (non-addons) versions to bring em up to date with the addons versions. I'm also planning to create RTS versions for Sarugao and Lahta islands, however I'm thinking of tweaking them to be more ground based with more limited air abilities by increasing the cost of air units. I'm still thinking it out.
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I'm still making sure that the bugs are worked out from putting the new addons into it.
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So did a fully working version of this ever come out? I fixed the optics so that they now show up, but for some strange reason the optics don't follow the turret up and down. When you look using the gunner optics and Rotate left to right, then the optics follow the turret fine. When you lift turret up and down, the optics just stay in place and look straight ahead. Anyone have any ideas on how to fix this? Of course if there's a final version out, I'd love to get it!
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I've had OFP since version 1.0 and it's been the best investment (game-wise) that i've ever made. Of course it has quirks, such as strange physics phenomonon, but that's definitely going to happen in a game where there are so MANY vehicles being used. There's a lot more than just infantry to worry about. I've been using 1.91 since the beta came out and haven't had a single problem. I've been waiting for the 1.91 dedicated to come out (which it finally did) so I could switch my vehicle respawn scripts over to use the TypeOf command. Just looking at the scripting commands available in 1.20 as compared to now, there so much that can be done now, it's amazing! Remember when Deletevehicle didn't exist and respawning vehicles was a painfully laborious task? Also, with so many HIGH quality addons being released, the players themselves have the power to create a completely new game, with the exception of some of the basic elements of the game engine. I would daresay that many of the new addons are better than the original BIS versions (in some ways). Anyway, I'm highly pleased with OFP and I continue to play it almost every night with nary a break (with the exception of Splinter Cell). I've even played thru the original campaign 3 times, Red Hammer once, and the Resistance campaign twice. So be happy!!
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RTS3 beta 5c is now available for download. Please refer to the first post in this thread for the download link. Only the Addons versions are updated to 5c, the non-addons versions are still 4c because I haven't had time to go in and change them. Now in the RTS-3 mission pack: Addons Versions RTS-3 Everon Beta 5c RTS-3 Malden Beta 5C RTS-3 Ackropolis Beta 5C *NEW* RTS-3 Vietnam Ia Trang Valley beta 5C (Nam pack addons only) Non-Addons versions RTS-3 Everon Beta 4C RTS-3 Malden Beta 4C RTS-3 Nogova Beta 4C Updates and Changes in 5C - Completely new Weapons loadout menu for ammo crates which functions much better than the old one - Revamped AI for Coop or Single player modes - Pricing structure and build times have been increased for air units - Pricing and research time increased for Basic and Advanced Air units - All New HALO script which allows for Ejecting all crew from a chopper (except pilot and gunner) - All New Ammo Cam for Artillery and Bombers which allows the player to track their shots - Other small bugs and such RTS-3 Vietnam Beta 5c only uses units and weapons from the SEB NAM Pack 2, so there are no jets. As of now, both teams use the same choppers and such, but I'm thinking of making it more realistic by removing choppers from the NVA/VC team, but having AA and soldiers much cheaper to train/build, and of increasing the price and time for making heavy choppers for the West team. As of now Air units are very expensive for RTS3 NAM so as to make it more of a low-tech ground game. So far that seems to be working. I'm also thinking of making "lower-tech" versions of the other RTS's as well when I have time. Important Note on Addons The DKM Commanche addon used in RTS3 is still the older version, NOT version 1.1 because the new version is extremely powerful and I'm thinking of removing it altogether since it would completely nullify ground units. For now, this version is the original 1.0 version they released. The Fa-18 used right now is the BETA version released some time ago. I am working on balancing issues right now with the new version so as to keep it from dominating completely. So use the BETA Fa/18 for now. I hope to have a new version of RTS3 with the new addon soon.
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Question about the placement of the Addon files from the readme file. It says to put them into the Res Addons folder. Shouldn't they go into the Opflash Addons folder instead to avoid any problems?
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The URL for the 1.91 Windows dedicated server seems to be pointing at the 1.90 server. I just noticed this and I don't know if it's known already, but I don't have time to search around. Anyway, I just changed the link slightly and it seems to work: ftp://www.flashpoint1985.com/190/OpFlashRes_server191.zip
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So I guess it'd be unrealistic to use the Mi-2 for some NAM missions eh? It's an awesome addon BTW.
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How long has the Mi-2 been in service? What year was it first introduced?
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RTS3 is highly customizable. I'll be posting the source for the mission along with the next release, which I'm getting ready to do. I won't have time to delve into great details about how to change certain things, but insofar as limiting the heavy vehicles and such, that's as simple as modifying certain arrays by removing the vehicle types. Also, prices can be changed easily. Insofar as RTS being in the mission name, all of my rts missions have RTS at the beginning of the name somewhere. Or are you referring to something else? Anyway, I hope to have Beta5c ready for download soon.
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Looking awesome, I can't wait!
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Do the Soviets use anything like these? Or are they just stuck with snowmobiles?
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Gunner optics doesn't elevate with turret problem
KaRRiLLioN posted a topic in OFP : CONFIGS & SCRIPTING
I've been searching for the answer to this here and at OFPEC but I haven't been able to find an answer. I've been messing around, learning how to do config.cpp's and have come across a problem. For some reason the Turret optics for the gunner view on a tank will not elevate when I elevate the barrel. If I rotate the turret, then they rotate with it, but when I aim the barrel up and down they don't move up or down at all. Is there something I'm missing? Thanks! -
Gunner optics doesn't elevate with turret problem
KaRRiLLioN replied to KaRRiLLioN's topic in OFP : CONFIGS & SCRIPTING
Actually what I have is the opposite. The gunner view rotates with the turret, but it doesn't go up/down. I've been digging for some tutorials at OFPEC that might shed some light on this, but I didn't see anything relating to proxies. Can you elaborate on what you mean? I'm not sure I follow exactly what you meant by gun names selections. Thanks!