KaRRiLLioN
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Everything posted by KaRRiLLioN
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Flashpoint "planet of war" commercial add on
KaRRiLLioN replied to Sparky2002's topic in ADDONS & MODS: COMPLETE
I have a thread in the user missions forum. I'm working on a good webpage with info and instructions, but doing that takes up a lot of time I could be using adding on to RTS3. http://www.flashpoint1985.com/cgi-bin....629&st= -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Just a question, how many random respawn spots are there?<span id='postcolor'> There are 12 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">is RTS sp or mp or both?<span id='postcolor'> Red is correct, a SP version is almost done. Â Currently all the AI can be controlled very well and I've made a lot of new interfaces for that, but I'm still scripting some other automated stuff, like having a squad do a paratrooper raid against a specific area, etc. Â I'm still scripting the auto-build stuff for a team that has only AI on it. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> NEW Suggestion (asked by many of the GS community) these are listed in order of how many asked. 1. The fast time mode should be like the older rts fast timers. 2. Add the other F-14's (ATG) 3.Be able to make Spetz Bizon (not AK Spetz) 4. Trabent (cant tell how to spell that, lol) 5. And a Reg Civ car.... 6. Scud(s) that have a launch sequence from a certain distance away and give away the scuds position once the launch is activated. (So the activator has to protect this scud for a certain period of time b4 the scud is acually launched.) <span id='postcolor'> I'll think about making the fast-time option adjustable to suit the needs of those playing. Currently you can build the Sports car, mini, and the red motorcycle and bicycle. Â Really, though, do you think there is a need at all to build the other civ cars? Â Why would anyone want to build a trabant? Â They're very limited in getting around. There will be another addon pack used for RTS3 using the F15E and some other vehicles. Â I'll look at adding the other versions of the F-14, but what it REALLY needs is some nice Mig's so I can stop using the US stuff for the Soviets. I'll look at changing the Spetz Natz to the Bizon version. I've had requests for a nuke using SCUD's, etc. Â I'll think about it, but if I do it'll only be available late in the game and for a LOT of money. Â Only available for when the game has gotten ridiculously long. =) </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Can anyone give me step by step instruction on how to make karr's server always there poped up, instead of lookin for it over and over in the ofp multiplayer rooms? KaRR told me sumthin about host.txt... i dun know...<span id='postcolor'> Make a file named hosts.txt using notepad. Â Put this file into your opflash root directory. Â Inside the file put 209.193.133.66 and nothing else. Â Save it, and it should work. Â When you start OFP, click on multiplayer and make sure it's in Sockets mode and the server should show up. Anyway, I hope to return on Sunday and I'll try to monitor discussions here if at all possible. Thanks!
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Well I certainly wish we'd get some more input from other server admins, etc. and mission makers so we could maybe get a decent vote on this puppy and put it to rest. I have no technical reasons for getting rid of the ampersand except that it saves 1 space, it's easier not to have to rename a ton of maps by sticking in an ampersand as opposed to simply deleting one, if it already exists. To sum up, it's about aesthetics. Hopefully we can get some more comments on this and end it. I just would hope it might be widely adopted, rather than this extensive conversation be in vain.
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Looks awesome!! BTW I have a mission called topgun that has the F14's and F15's along with Broncos and a ton of other aircraft and even when we play with a lot of ppl, it's a smooth as a baby's behind. The F15 has NO problems with poly count from everything I can see. I can already see that I will NEVER get into addons making. Man oh man, ppl make some heavy demands for the realism with all of those loadouts, etc. It makes me respect those who do the realistic addons all the more considering how many different things you have to do. Modeling, texturing, scripting, etc. Great job! Can't wait for it to be final. =)
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The screenshots didn't come through for me, so I can't see what you're description is. I have been using CH, DD, AD for over a year or so now, ever since I converted my server to a homogenous file naming procedure. I've also noticed a lot of other servers already use CH rather than C&H. I'm not sure how having an ampersand will "future proof" the naming procedure. Personally I think it's easier to have fewer characters in the map name, especially for those who have hundreds to rename. I also think that the ampersand looks cluttered and out of place. Like I said, the difference between co and coop is that coop is definitely a lot more clear. ch and c&h just doesn't seem to resolve the ambiguity (if any exists) regarding the left-out "and". I just think that most players by now have a very good idea of what ch would mean, plus we're saving a bit of room on the tag. Depending upon the resolution that someone plays add, it could make it a bit easier to see everything, plus itwill sort quite well. BTW I must ask again, are we considering a space between the @ and the ## of players? ch@ 12 shoot stuff.noe OR ch@12 shoot stuff.eden
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UPDATE: Beta 03e is out I actually meant to release this eariler, but I got tied up trying to get the single player stuff incorporated. Â This version does NOT have the SP code in it but it does have a couple of major changes. -Dynamic Commander Assignment: Â If the current commander of a team drops from the server then the server detects this and automatically chooses a new commander for that team, typically the next one from the top of the list. This was in Beta 03b, but I've refined it and fixed some bugs. -Commander Reassignment: The current commander can choose another teammate and assign them the commander role. Â This comes in handy if someone has to leave the game, or if the current commander just can't handle it. This was also in beta 03b, but I've fixed some bugs on it and refined it a bit more as well. -Give Money to Teammates: Now you can give/loan money to teammates in any amount you wish. Â Simply pull up Mission Control, click on "Give Money" and then select who you want to give it to, type in how much you want to give, and then click the correct button. Â This works very well at the beginning of the game when some teammates who are off capturing flags will give money to their commander so he can build more defenses, etc. -Addons: One new addon, the KLR 250 dirtcycle is now buyable on the Ackropolis version of the map. Â If you don't have that addon you can get it at http://www.aggression.org/karr/klr.zip If you recently downloaded the other addon zip, then it is already included in that zip. I'm still incorporating a lot more single player stuff into this that I hope to have soon. Â The SP code will also be useable on dedicated servers so if you and another person want to battle it out then you can still have full-fledged battles. Â I doubt I'll have it released until after the new year though since I'll be out of town. Â I might get a chance to work on it some before then, but I'll have to see. Enjoy!
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I can agree with that. Remove the ampersand and shorten coop to co works great for me. I'll be willing to budge on the coop tag being coop or co, but I prefer the co simply to preserve space. co@10 kill stuff.noe That's nice, descriptive, and compact. Wwerd.
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Very nice work. I tested that other Mi26 out and although it was more of an alpha model than a beta, I did like the opening ramp and door on the side. Your model is excellent though and flies very well (for a massive chopper)
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I've actually gotten several emails and PM's regarding this, and someone even emailed me some samples they'd made using the NAM pack and Jungle Everon. I gave them a couple of requirements (i.e. tell all addons required and give credit to addons makers etc.) and told them to post a new thread in this forum about it for beta testing so players could try them out. At least 2 other people have contacted me and said they made conversions for the island that comes with the NAM pack. I haven't seen them post here yet, so I dunno. If anyone wants to do conversions to other islands, I don't mind. All I ask is that they contact me about it and follow a specific naming convention to make it easier to identify it as an RTS3 mission. If you do decide this, please at least have some knowledge of scripting. I can tell you what values to plug in where, because I made the scripting as easy as possible to make plugging new vehicles, etc. in and give players flexibility. I'd do it myself, but right now I'm concentrating on getting the SP stuff done.
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Right, but the ampsersand (&) really isn't necessary for ch, ad, and dd missions I wouldn't think.
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First of all, great work for the most part. I still have a few issues that I mentioned in one of my previous posts though. Reiterating one thing about the map-type tags, I still think that anything like A&D, C&H, D&D, etc. should drop the ampersand. As has been said previously, saving a space here and there is important, and I think that simply having ad ch dd works much better. Plus, ampersands take up a bit more space than an normal character, and many map names that I see out there do not use an ampersand. Also, coop should be shortened to "c". Remember, saving space is important! I am also still against the underscores. I believe that . are much better because they take less space and look neater. i.e. ch@ 24 efl.everon.war Also, what is the decision on the map-maker tags. Include, or no? e.g. ch@ 24 flaggrab.<mapmaker initial or something> To sum up: I still think underscores are nasty, horrendous little hangovers from the age of DOS and am thoroughly against them. I hate the ampersands in c&h, a&d, etc. I'd prefer cutting down the number of characters. coop should be shortened to simply "c". No sense in having a 4-character flag type.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Are there building building limits?<span id='postcolor'> You are only limited by your money. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Seems like it would be difficult to locate all of your opponents buildings and destroy for victory.<span id='postcolor'> That's why there is also a point limit. If build a lot of base buidlings you spread yourself very thin and make it easier on your opponent to get some easy points by destroying undefended buildings. For each building you destroy, your team gets a point. Of course there is the option of playing with no point limit, but then you'd really be in for a long game. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Only one MCU??? Need to be able to build another. Costly but have ability. Seems loss of MCU is too devastating.<span id='postcolor'> The MCU can be repaired if it is destroyed. The main thing you want to avoid is having it stolen. Once your base is built, you really don't need the MCU as much unless you planned to go making a lot of other buildings. The Construction Jeep can repair buildings for you if your workers are all dead. It just makes strategic sense to try and steal your enemy's MCU if you can, that's why you can't build more. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">What is the waypoint function for in *Mission Control*?<span id='postcolor'> This will be used by commanders in the single player version of RTS3. Right now you have 4 markers that can be set by clicking on the map. It isn't functional in the current release that is in this thread. This is very similar to the way RTS2 functioned except with the new commands available now, it's a LOT easier. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">How do you make AI pilot land helo?<span id='postcolor'> I'm not sure if this has changed, but I normally tell them to disembark. Then they should land and get out. Don't tell them to eject though. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> As soon as I hit ramdom weather it starts to lag. Maybe Set limits, on what can be built.<span id='postcolor'> I'm not sure why you would get lag from the Random Weather. It only activates about once every 10 minutes or so and all it does is change the weather conditions. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Or, If you accidentally build too many units and go "Click Happy" and build 11 units of the same kind and if you or sum1 from your team says that you need 4 AT men 4 AA men, and 3 Snipers. And you have 11 LAWs in production what do you do? Tell your man to STFU, or cancel production? If we could cancel I think itd be a nice option to have. <span id='postcolor'> I'll put a cancel build option in there. I'm re-thinking my queue system, but since you can build multiple buildings of the same type, then I'm not sure of a good way to account for each building having its own queue. I may just make it so that even if you have 5 tank factories, you still can only build a certain number at a time. It's more complex of an issue than I had first thought, so I'm working on getting the single player components into place before I tackle that issue. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Kar, can you rewrite so that MCU at start is aleady unlocked. <span id='postcolor'> I have actually tackled this issue many times. The reason I don't like for it to be unlocked at the beginning is because someone will invariably run to it and drive away with it, leaving the commander in the lurch. Since an action that a player performs on his action menu only happens locally on their machine and is then broadcast to others (depending on what the action is) then sometimes the UNLOCK signal is sent to everyone, and sometimes not everyone gets it. I'm still deciding on a good solution for this, i.e. the truck is out of fuel until the commander gets into it as driver or something. BTW, I'll be out of town for a week starting next monday, but hopefully I'll have a working single player version out before then.
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For vehicle respawning, for example, you normally have to use CountType to determine the type of vehicle or whatever that you wish to respawn. Â counttype can be inacurrate though, because if a vehicle is a subclass of another vehicle, like JeepMG is a subclass of Jeep. Â So if you compare CountType "Jeep" before "JeepMG" then it will think the unit is a regular jeep. Â M2 MG's are subclasses of the M113, A10 LGB's are subclasses of A10's etc. Anyway, now you can simply do this: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> _type = typeOf _vcl <span id='postcolor'> instead of the following loop: </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=[] _Bronco = ["DKMM_OV10_B","DKMM_OV10_FAC","DKMM_OV10_RHB","DKMM_OV 10_RES","DKMM_OV10_TR","DKMM_OV10_ATG"] _TomCat = ["F14TM","F14TMB","F14TMD2","F14TMD"] _AirAddons = ["bas_ah6mp","bas_ah6j","bas_md500dtow","bas_mh6", "bas_mh6a","WDragonfly","EDragonfly"] _ArmorAddons = ["DKMM_M109_ADATS","DKMM_dtunguska","M109_2","M109" ; ;] _WTrucks=["Truck5tOpen","Truck5tRepair","Truck5tReammo","Truck5t Refuel","Truck5t"] _ETrucks=["UralRepair","UralReammo","UralReFuel","Ural"] _CivTrucks=["TruckV3SGCivil","TruckV3SGRefuel","TruckV3SGRepair"," TruckV3SGReammo","Bus","TruckV3SG"] _Jeeps=["JeepMG","GJeep","HMMWV","UAZ","SGUAZG" ,"UAZG","JeepPolice","Jeep"] _Cars=["Tractor","Rapid","RapidY","Skoda","SkodaBlu e","SkodaRed","SkodaGreen","Trabant","Jawa"] _Helos=["Cobra","AH64","CH47D","OH58","UH60MG", "UH60","Kamov","Mi24","Mi17"] _Planes=["Cessna","A10LGB","A10","SU25"] _WArmor=["M1Abrams","M60","Bradley","M113Ambul","Vulc an","M2StaticMGE","M2StaticMG","M113","BoatW" ] _GArmor=["T80Res","T72Res"] _EArmor=["T80","T72","BMP2","BMPAmbul","BMP",&am p;qu ot;BRDM","BoatE","ZSU","T55G"] _Other=["Mash"] _OtherAddons = ["sttklr250"] _Vehicles = _OtherAddons + _TomCat + _Bronco + _AirAddons+_ArmorAddons+_WTrucks+_ETrucks+_CivTrucks+_Jeeps+_Cars+_Helos+_Planes+_WArmor+_ GArmor+_EArmor+_Other _i = 0 #Loop ? (_i > (Count _Vehicles)) : Goto "Skip" _VehicleType = _Vehicles Select _i _VehicleTypeDoesMatch = ((_VehicleType CountType _this) == 1) ? _VehicleTypeDoesMatch : _type = _VehicleType ? _VehicleTypeDoesMatch : Goto "Skip" _i = _i + 1 Goto "Loop" <span id='postcolor'>
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What I'm wondering is, if there isn't yet a dedicated server for 1.91 then I guess the new scripting command TypeOf won't work in MP games...right?
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Heh, well custom music might tend to significantly increase the size of the mission. I'm working on it and dealing with Christmas preparations at the same time, so it's kind of slow going lately.
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Well when you pull up a menu in opflash, you can no longer control your soldier. Is this what you mean? I'm not sure that there is anything I can do to change that, although I have found that I can still fly a chopper with a joystick while I have a menu pulled up.
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Is there a separate pic for the V80? In the game it looks the same if you get into a V80 or an Mi24 on the soldier menu (when you have soldiers under your command).
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Well there's some major issues with that island, especially around Mt. Paladin. I made a CTF in that area and I and several others ran into some invisible walls around that area. Also, there are a lot of road textures and such that aren't finished because they're running parallel to each other and going the wrong way. The SE part of the island is the best part right now. It's a shame, because that island has a lot of potential.
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Send me a PM about the exploit if u will, Red. I do have a new version that I haven't posted yet, and you can now give money to teammates in case you need to help someone out. =) To answer some previous questions: Random Starts: There are currently 12 random starting positions. I will probably have to change the way that opflash chooses a random number because it doesn't seem to choose a different number very often. It could be the modulus that I'm using to force it to choose a whole number. Queueing: I'm working on a new Queueing method that will be more flexible for me to adjust, and it will also be easier to track everything you're building/waiting on once I'm done with it. As for having units on standby for building, should one die, I'll think about it. For training soldiers that doesn't work well though. If you were to die while the soldiers were still training, then the group that they join doesn't exist anymore because opflash changes the identifier of players each time they die. Then they would just stand around doing nothing. Right now when you die, the queue for soldiers will empty out. Mine Layer: I had a mine layer in RTS2 and it was almost never used. To balance it out, it charged money for each mine layed, and it wasn't very fast, but still faster than doing it by hand. Most of the time the team that layed the mines ended up losing an entire tank squad to them because the AI would blindly stumble right through the mine field. Resistance AI in towns: This could be easily done but for MP it'd have to be limited depending on the number of players, the same way that I limit AI soldiers and such. It's unfortunate, but necessary because AI really start lagging with more than 5-6 players. Ackropolis Island: I didn't make the island, but had some players who wanted RTS3 on it so I did it. If you have other islands you're interested in seeing RTS3 on, let me know and I'll consider them. It's not too hard to put it on other islands, but it takes a while for me to re-adjust the territory sizes. I would really like to use Phaeden's Island, but it has a couple of serious issues and isn't completely finished so I can't really us it, unfortunately. Transport Planes: Currently you can already transport up to 3 Land vehicles, not including the MCU in Chinooks and Mi17's. You can load them up while they are manned by AI and they will automatically get out of the vehicle, get into the chopper, and then when you unload them, they'll get out of the chopper and back into their vehicles. You can unload each vehicle individually. If some nice BIG transport choppers come along then I'll consider them, but currently the big planes just aren't flexible enough and the islands aren't large enough to warrant using them. There's no problem adding them to a private version of the game if you REALLY want them, but for my versions, I just don't care for them since it means more addons that players have to download. Satellite: I'm looking at some more camera-related stuff to see if I can further simplify camera controls and make it more useful. If I can, then I'll think about a satellite view. Just remember, the random weather will definitely affect how useful this is.
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Yep, that's what I was referring to. OfType would be the same thing, judging from the sample. He was silent on the issue when referring to my post, so I guess we'll just have to wait and see. Obviously if it's a massive undertaking, then I don't think they'd waste their time on it. As far as scripting goes, Opflash is becoming very refined now. Soon the community will be able to help BIS write OFP2!
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Well, the great thing about OFP is that you can create your own "realism" using scripts, creating new models, etc. It's a very flexible game so if you want to get more "real" then the opportunity is there for you to do so! There are some mod-makers out there who are striving for that kind of realism. Personally, I think the game is excellently balanced and a lot of fun to play.
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I had a message from Suma saying they were considering a command GetType, but he said "no promises". Maybe they have it working now in 1.91? It'll be awesome if true!! Also, when you run with a handgun, you run a lot slower than you do with a rifle, right? Because running with a handgun is kind of like "trotting" or jogging, not like the full out sprint with a rifle. I wonder if the driving uphill on roads and going faster than u should bug is fixed. =)
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On the Bootcamp server I have been using naming conventions for a long time, and was nominated twice for the Nobel Peace Prize for it (damn that Jimmy Carter). I did win a Golden Globe award for my artistic flare in the naming of my mission files. I have experimented with several different naming conventions just to see what worked the best for us. Only recently did we come to the decision to use addons. Obviously this is a BIG sticking point since different servers have their own Addon Packs, including us. I think what would really help would be to sort of standardize some addons packs and then we could cut out a lot of inter-server operability issues. I know every server has its own ideas about which addons are worthy, and so forth, but it would be a good idea to have something standard. Instead of using underscores, how about periods? I prefer them since they look cleaner. ctf@.32.mapmakersinitials.mapName.v1 Also, revisiting the mission types, why not make coop just c. When you start playing with long mission type tags, then it unecessarily lengthens the entire file name. Also, I think that making all map types only 2 letters is preferrable. ctf = cf coop = c or co c&h = ch dd (defend and destroy) cv (capture the vehicle) es (escape) as (assassinate) tdm = td dm and so forth. The escape and assassinate ones are a couple of different game types that I made a while back and I think they fit into their own category. Defend and Destroy is not the same as Attack and Defend. I do use a different name to differentiate between different kinds of Cap and hold named TW (territory war). While the 2 sound the same, in CH you actually have to take flags to cap a territory, in territory war you have to actually have more friendlies than enemies on a territory to cap it, and it's done by occupation, not taking a flag. I actually don't care if its lumped under the CH mission type though. To sum up, 2 letters is plenty for a mission type, and periods look cleaner IMHO than underscores, plus they shorten the name. Unless linux has issues with that, it seems a better method. Here's a more specific naming scheme for addons: ctf.dkmm_m109adats.bas_soar.m109.stt_klr.32.mapmaker.mapname.v1 OK, I'm just kidding about that. I'm willing to go along with a general scheme so long as I get full credit for making it so I can finally beat Jimmy Carter and claim the Nobel Peace prize.
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Saturnalia, RTS-3 is multiplayer only right now, so you'd need at least 1 other player to play it. Â RTS-2 had a single-player component where, depending upon which side you chose you would fight against two other teams. Â So, if you chose NATO, then you'd fight the Soviets and Resistance for territory, with the ultimate goal being to destroy their bases. Â There were 5 versions of RTS-2, and most of them were multiplayer only but the 2nd version was based on Everon and Malden and was able to played single player. Â Unfortunately I had a catastrophic HD failure earlier this year that wiped out most of my mission sources and I don't have a copy of the zip file that had that version of RTS-2 in it, since I used to package the MP versions separately from the SP ones.. Anyway, RTS-3 will also get the same functionality, but I'm still implementing some other stuff for MP since most players enjoy the MP facet of it a lot more than sitting and playing against the AI. Â Also, the SP version will have to be a different version since AI greatly lag servers (especially if you have a lot of them). I will build in some of the SP functions into the MP version, but most likely will let commanders choose which ones to disable to prevent lag, depending upon how many players there are. Anyway, right now, an AI commander is only chosen if there are no human players on a team. Â Otherwise, the first human found is chosen as the commander. Red: I have actually been working on a rally point that you could have your soldiers and vehicles spawn at by using OnMapSingleClick. Â When you're the commander, you can see that functionality is already there, but I haven't set the properties for the markers yet. Â Also, I'm limited to 4 markers that can be used, so I'm making sure I don't have other things I'd like to use them for. As for manned vehicles, that is coming as well. Â The main issue with that is MP lag. Â The AI limit will prevent some manned vehicles from being built if you already have approached the limit. Â Insofar as setting roles for players, well that can be tough to achieve since most players are hellbent on building a chopper 5 minutes into the game and flying off to their death. Â Already, though, remember that you have workers at the base who will maintain all buildings within a certain distance automatically so you don't have to micromanage them. When the SP version is out, you'll have more control over a worker force and the military force. Â Using OnMapSingleClick, you'll be able to easily direct them to places. Â The main issue is that with independent AI, i.e. AI that are not under your direct control, or another player's control, they are local to the server. Â When you use OnMapSingleClick, the marker only moves locally on your machine. Â I already have a method for making the marker change location correctly on the server, but there are a few minor issues to iron out. Â Once it's done though you won't have a cumbersome interface getting in the way of sending your troops out. And all soldiers are the same prices because, let's face it, the only "true" classes are the Medic and Sniper, and that's only because they can't carry as much heavy ammo as the other soldiers. Â Otherwise, it's all cosmetic. Â You don't need a pilot to fly a chopper, because the soldier already can. Â Now, I could make it more complex and have every vehicle check to see who is the driver, gunner, etc. and kick out any units that don't fit the role, but the scripting overhead would be massive, or at least unwieldy. Â Granted, it would make certain soldiers more valuable, but I'm not sure it's worth it.
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That's just for debugging right now. The variable that tells the server if it is Dedicated or Hosted is not a public variable, so only the server show the correct info. I'll be utilizing radio commands for more stuff later, but for now, that was just a simple method for making sure the playercount and AI limit were adjusting values.