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KaRRiLLioN

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Everything posted by KaRRiLLioN

  1. KaRRiLLioN

    Rts-3 released

    Those bugs have been addressed as of beta 5.  Sometimes giving money to teammates won't work if there's too much lag because the info never seems to reach the target.  We haven't had any issues with that at all in beta 5. I'm not sure about the research part for the CommandHQ.  I'll look into it, but I'm unaware of any issues with it otherwise. Right now I'm gathering a few more new addons for the next public release.  The Addons versions are all up to beta 5c but I haven't updated the non-addons versions yet. Right now the new Mi-2, possibly the 2s19 Howitzer, the Mi-26 and hopefully Hudson's final version of the F-18 will be in the next version.  I'm also considering a few other Soviet addons.  I don't think I'll be putting in any more West addons unless something wonderful comes along because the West is simply overpowered as it is. The new RTS3 Addon that I've made addresses this in part by "creating" an east version of the F-15 and F-18 and the Littlebirds.  All that it does is take the identical units and give them an east Team side.  This pretty much sucks as a solution, but I'm hopeful that some good Soviet jets will be out soon.  I also hope that a Soviet match for the RAH-66 Comanche will be out as well. The new Ammo Cam is also in this version.  Basically this is a script that works particularly well with Artillery and Bombs.  You can switch it on and a camera will follow the artillery shell for example and you can see where it's hitting and where you need to aim.  It's pretty cool.  It also works for high altitude bombing so you can watch a bomb all the way to target.  It's even more cool if you have a gunner in your jet because you can continue flying while they track the bomb. I also redid the HALO script.  It was conflicting with the new chopper dust scripts that are all the rage now.  Now HALO kicks in at 50 feet altitude, and if you have a crew on board of more than 3 units, you can use a new option "HALO all crew" and this will automatically eject all the crew and they will pull their chutes automatically at 75 feet.  This is neat to use when you have a chopper full of AI and you HALO them out at 3000 feet.  I'm still tweaking one bug with it.  Right now it will not eject AI or players that are not  in your GROUP on a dedicated server, because other Players and AI are considered REMOTE units and aren't affected by your command.  Hopefully I'll have that issue worked out soon. I also updated the Ackropolis version, bringing it from beta 3e to 5c. I hope to have at least one more new island as well. It's named Saruaugo or something like that. I've been looking at other islands, but haven't found any that are quite large enough. Anyway, I'm hoping to make a new beta release within the week, at least for the addons versions.
  2. I've tried using a different p3d file for the optic, but that doesn't seem to be an issue. I also tried adding class ViewGunnerBase  info to it, but that doesn't do anything. Just to clarify the issue, when you get into a tank or something and then you aim the turret up and down, your optics view follows the end of the barrel.  In this case, the barrel is moving up and down, but the gunner's view does not shift up and down with it. Might there be something that needs to be done from within Oxygen to make this happen?
  3. KaRRiLLioN

    Mi-2 beta release...

    Alpha?! This is almost as good as a finished model! I think that perhaps there is something more to your complaints than constructive criticism...are you making an Mi-2 of your own or something? I am already making room for this addon in my missions. I think it'll be a good one for the Soviets to have in RTS-3.
  4. KaRRiLLioN

    Mi-2 beta release...

    This is a great chopper. I'd recommend giving it some alternative loadouts similar to the Blackhawk, and then I can finally replace the BH for the soviets on some missions! Great job!
  5. KaRRiLLioN

    Rts-3 released

    I've been balancing it out as I go along. Even so, if you're playing alone vs. the AI then it can be tough. I'd recommend you make a construction jeep fairly fast and put up some SAM's. Those will knock out a lot of enemies, and your radar will take care of most choppers. Also, using some AI on your team to cap territories is a good idea. You can also have an AI commander on your team and he'll build the base and start making raiding parties against the enemy. Beta 5c is in testing now. I've created a new addon to make buildings targetable, and I've made the SAM's have actual lock-on rockets and changed the 30mm cannon on them for the M2A2's cannon. I've also gotten AI who'll recycle for you, etc. Once I work out a few more bugs then it'll be posted for download.
  6. KaRRiLLioN

    A question to bas addon studio

    OFP Unified Addons Convention OFP Addons Standards Commission OFP Addons Equivalents Standards I'm hopeful this will work. I've had to do all sorts of cruddy workarounds just to even things out for some missions. It's a travesty to have to let the CCCP use blackhawks and OH58's just because the only transport chopper they have is the Mi17. In RTS-3 I had to do a special .cpp file just to make east versions of several addons I use. I'd love to use the BAS Rangers addon, but then nobody would want to play on East. Plus it'd look kind of silly. I hope this works. Goodness knows I'd like to see an equalization of East/West addons.
  7. KaRRiLLioN

    More horsepower

    You could use a script with setvelocity that will automatically adjust the speed of the boat as you get closer to the 105 max you're getting now. Basically once you hit the max speed, or get close to it, have a setvelocity script start to gradually increase the velocity with a small or large curve, depending upon how fast you want it to get faster.
  8. KaRRiLLioN

    Motorcycle question

    I've been messing around with those values as well. Can someone tell me this: What would give a motorcycle more torque? I.e. make it accelerate faster? I want to get more realistic cycle behaviour so that it can go up steep hills a bit faster than now. Thanks!
  9. I'm making some bombing missions and I want to use some buildings as targets. The F-15 and the F-18 can lock onto ground targets that are vehicles, and occasionally I can get them to lock on to some buildings, but I need the buildings to show up as enemies on the radar so they can be targeted more efficiently. I've been thinking of using the "LaserTarget" but even though I Camcreate it, I don't see any red blips on the radar. I've read here and in the OFPEC forum about the "LaserTarget" but none of them really went into making the dot show up as a red blip on the radar. I don't want to use AI with LaserDesignators, rather I'd like to have the LaserTarget created in the position of the each building so there'd be a targetable red blip there. Does anyone else have any better ideas about how to do this? BTW I'm using createvehicle to make the houses since I have them created at random places where you have to hunt for them. Otherwise I would probably try changing the SIDE information in the mission.sqm. With the createvehicle method, I can't do that.
  10. Because there's a random number of buildings and locations. It isn't the same every time so it'll have some replayability.
  11. KaRRiLLioN

    1.91 beta

    I'd just be happy with a dedicated server for 1.91 so I can use the typeOf command in some scripts. Right now I can't since they won't work on a dedicated server. 1.91 works fine, I wouldn't worry about it being "beta"
  12. I've decided just to create a new config.cpp and edit the buildings that I want to have certain properties.
  13. KaRRiLLioN

    Big city realeased!

    Oxpecker, that's why you *ASK* the original authors, as was stated.
  14. KaRRiLLioN

    Big city realeased!

    Hey, I've got an idea. luke, take all of the addons that it requires, decompile them all, and then combine them all into one large .pbo addon. Â That would make it a LOT easier for people to enjoy your cityscape, with authors permissions of course For those who think that placing buildings with the editor is nothing, remember that simply placing them in a spot in the mission doesn't do much. Â You have to go in and out of the mission many times to make sure everything lines up properly and it can be quite time consuming. Â Granted, a script lines up things better and quite nicely, but either way it IS a lot of work for something like this. However, I would highly recommend that you create a single addon out of all of the 20 or so used in this, and that way ppl will have only 1 file plus the mission to download. Edit: Make sure the config.cpp's for them all can be integrated.
  15. Well I sort of figured that, but I was hoping to avoid using addons for the buildings. I thought that putting a lasertarget on them would be a good workaround. Unfortunately it doesn't seem to work the way I thought it does. Maybe I need to create a lasertarget and then create a trigger or something that will show where they are.
  16. KaRRiLLioN

    Rah-66 comanche released

    I decompiled the .pbo and looked over the duster.sqs script in there just to make sure that I wasn't using a global var that your script was using, but I didn't see any global vars. Â I just sort of scanned over it, so I could be mistaken; otherwise, that doesn't appear to be the case. The mission I posted in my previous post has no other addons besides the Comanche. Â I'll switch the mission over to some of the other regular islands to confirm the issue. Â This is very odd.
  17. KaRRiLLioN

    Rah-66 comanche released

    I'm running version 1.91. Heh, I have to remind myself how to spell damage at times after using GetDammage, etc. The reason there are almost all west addons is because those are the only addons that I've deemed worthy enough thus far. I'm aching to get some good quality Soviet helos, jets and other addons, but the ones I've seen so far are not that great. The only Mig's I've seen just needed too much improvement to be any good, and the Mi26 I saw is obviously no match for a Comanche, lol. In other words, aside from a large monster Mi26 addon, I haven't seen much done for the east. I'm hoping that DKM can rectify that. =) I know that deadsoldier and US Marine are working on a soviet jet as well. Right now I use the addons in RTS-3 and a several bombing missions, etc. I LOVE bombing missions. The OV-10's are awesome. The Comanche is one of the best addons ever, but it's an overmatch for most other vehicles. Thus, East and West both use em. =) Also, I get annoyed from that constant error at the top of the screen. Anyway, I'm looking forward to the new version and hoping it fixes my issues. Let me post a link to one of my missions and you can try the Comanche and see the error I'm talking about. Here's the link to a CTF on the desert isle. The only addon in it is the Comanche. Otherwise there are tanks, helos and such in it all official ones though. http://www.aggression.org/karr/test.zip I hope this helps. BTW all other players on my dedicated server also report seeing this error on this mission. However, on another mission that I have which is a coop and has a similar variety of vehicles on it, including BAS's Littlebirds, the dust works fine. That mission is on Malden. I have seen this error occur on all the island though.
  18. KaRRiLLioN

    Rah-66 comanche released

    I'm not worried about it from a performance standpoint. I just get annoyed at that script error that pops up at the top of the screen every time it tries to create the dust on some missions. Like I said I've tried vektorbosen's script as well and get the same error. I don't know if it's a confict with another addon, or what. If I put the Commanche in a mission by itself, then the dust normally works fine. I have put it in some missions that have other addons, however and then an error in the drop command starts spamming at the top of the screen. It's too long to see what the error entails, however. When I have time, I'll try to figure it out, but it happens on all islands. The addons that are used in my missions are: DKM - OV-10 Bronco, 26m Tunguska, M109 ADATS, Commanche BAS - Littlebirds (res) F18 Hornet by Hudson F-15 Strike Eagle by deadsoldier and US Marine KLR-250 motorcycle by SelectThis Dragonfly
  19. KaRRiLLioN

    Rah-66 comanche released

    Would it be possible to make the dust script be deactivated by default? I'd prefer to turn it on instead of having to remember to stick in a var for every mission. I like the dust, but for some reason it doesn't seem to work on several other missions. That also includes Vektorbosen's script because I tested it as well. Something is wrong in the drop command, and I don't know if it's an addon conflict or what that causes it, but on some missions I get an error in the drop command, however if I make a mission with only the Commanche in it, then it works just fine.
  20. KaRRiLLioN

    Rts-3 released

    The server has been up, but remember it is only up after 5pm EST on weekdays and it is up all weekend. Create a txt file and name it hosts.txt. Inside the file, put ONLY 209.193.133.66 Now save the file and place it in your OperationFlashpoint root directory. Now, when you enter multiplayer, click on LAN and you should see the server just fine.
  21. Since this has been asked many, many times, and I get many emails regarding it, here is how I respawn vehicles in multiplayer. Â I checked this forum and the only thread I found regarding this, was a fossil of a thread with an old method that doesn't work well in it. There are other methods listed at www.ofpec.com but after running a search up to 1 year ago, I couldn't locate any of them so I'll just post how I do it. Here's my method: HOW TO USE: Download the script vrs.sqs (link below) and place this file in your mission directory (where the mission.sqm file is) *IMPORTANT* Â In your mission create a GameLogic and name it Server. Â This will prevent multi-spawns of vehicles because the script will only execute on the server with this. Also, DO NOT use triggers to activate this, or the vehicle will respawn where it died. Â Use the vehicle init field. Create a vehicle. Â In the init field of the vehicle put in this: [this]exec "vrs.sqs" Now copy and paste that vehicle and change it to any kind of vehicle you want (almost everything is covered in this script) Whenever the vehicle can no longer move, it will be respawned. Here's a link to the latest version: http://www.aggression.org/karr/vrs.zip Unzip the file and place it in your mission directory. Â BTW, I left in some code that will do special re-arming on cessnas and Mi17's just so you can see how it can be done. This script also has the new resistance vehicles in it.
  22. KaRRiLLioN

    Vehicle respawn

    Hmm, I think the only Res stuff in it is from weapons, because it's an older map used with 1.46 originally. Remove the LoadAmmocrates scripts, or rename them so they won't load the res weapons, and then go into the Mission.sqm and remove references to bis_weaponpack and bis_resistance. I think that will fix things for you. Although you really should get Resistance, since you're missing out on a LOT.
  23. KaRRiLLioN

    Vehicle respawn

    Here's a link to a mission source of mine where I use this create squad script to dynamically make squads, and then have them go to various waypoints, etc. http://www.aggression.org/karr/AS_CHECKMATE.24.cain.zip This is an MP mission designed so that even with several players, the AI are only created in areas that the players enter and if there are no players in the area, then the AI are deleted. If players return to the area, then the AI are recreated. If some of the AI were killed in a previous encounter, then only the ones that were living at the time are recreated. If you look at all of the squad scripts, then you can see how I control them. Everything is kept server side, and if I want to monitor the total number of enemies, I just use a large trigger to tell me how many East/West there are. In the Init.sqs file, I defined all of the various squads that I want to spawn. You can change them around a bit if you want to. You then can use those definitions to exec the create squad script. The nice thing about this script is that the vcl's are all defined in the vcl class script so it will assign crewmen as needed, depending upon how they are defined. I think I changed most of the tanks to not have commanders, since they aren't really needed, and they take up extra CPU power anyway. I hope this helps. Another method you need to remember that you can use is the PublicVariable command if you want all players to be able to see individual groups. One method I use if I need to make server-side groups visible is ObjNull and Publicvariable. First I make a client-side script that will check for something to not be null, i.e.: #Init NewSoldier = ObjNull @!Isnull NewSoldier _sld = NewSoldier [_sld] exec "SoldierMonitor.sqs" Goto "Init" Now on the Server-side you'd have a script that does this: ;;You can have east and west running separate scripts client-side ?(_west) : _init = "sldW = this" ?(_east) : _init = "sldE = this" _skill = 1 _rank = "CORPORAL" _crewType CreateUnit [[_posX,_posY],_groupCreate,_init,_skill,_rank] ?(_west) : _newsld = sldW ?(_east) : _newsld = sldE _newSquad = _newSquad + [_newsld] NewSoldier = _newsld PublicVariable "NewSoldier" etc. Anyway that should give you some ideas. You can differentiate for east, west, etc. BTW the _west and _east vars are Boolean that I declared in the script depending upon which team they were making units for.
  24. KaRRiLLioN

    Rts-3 released

    Yeah I used to have an auto-recycler on the original RTS, but I haven't gotten around to rescripting one for this. I'll look into it. Maybe I will change the markers to numbers to make it less confusing. I wish that I could dynamically change marker names and dynamically with a script create markers, because that would solve some issues for sure. Anyway, I'll try to get some of that in the next release. Thanks!
  25. KaRRiLLioN

    Res ded. servers visible in gsa

    Hmm, are you talking about it showing up in Gamespy arcade under dedicated servers? There should be a setting in the server's cfg file where you set the master server ip, but I don't have the cfg here at home so I can't remember what the setting is.
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