KaRRiLLioN
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Everything posted by KaRRiLLioN
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I'd rather there be no "cash" prize at all. The fact that any missions submitted become their property is UNACCEPTABLE. Why in the hell would anyone work there arses off on a mission that is freely distributable anyway, only to have it become the property of someone else? I think it's insulting at worst and ill-conceived at best. I wish that OFPEC would revive its OFP Oscars again. Although mission judging is a HIGHLY subjective endeavour, it really brings out recognition for some good missions that otherwise you might never hear about, mainly because they're popular in a different country than the one you normally play in.
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BTW, the RTS-3 thread is in the User Missions Forum, so if you're looking for it here, it has been moved to the User Missions forum. Thanks!
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BTW, the RTS-3 thread is in the User Missions Forum, so if you're looking for it here, it has been moved to the User Missions forum. Thanks!
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Just remove all CD Drives in the Device manager and let windows re-detect them. Â If you really have a single speed drive, then I'd like to know at what antique store you bought it.
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Loadsa new addons, but where are the missions?
KaRRiLLioN replied to kojak_2002's topic in USER MISSIONS
I don't use any addons in my missions, but I am tempted if I see some that are actually good and useful. I downloaded several Addons, mainly the large planes, new choppers, and some islands just to see how I liked them. While I think the modeling looks quite good on the large planes, like the Boeing 747 and Antonov, the handling is something quite different. They turn like large planes, i.e. they don't spin around, but they roll like F-14's or something, and the physics are really strange. Not only that, but the wings don't seem to be detected to their full length by the OFP game engine. I had my wings clip through hangars, etc. and it didn't damage it. Also, the Antonov had a picture of a SCUD launcher rolling out of it. I couldn't find any way to get a vehicle to "drive" into that plane, and the cargo hatch was immovable, i.e. you couldn't open/close it. But it is a good-looking plane. =) There's a few other large cargo planes out there which have nice polygons, but the textures are just horrible. Some of the nicest planes, which I'd REALLY like to use, are the F-14's. Aside from the lousy jet sounds they have, they are really nice to fly and handle great. If someone comes out with a good-looking and useful aircraft carrier, then that'd be the perfect complement to them. I've also tried a number of islands out, like the winter islands, and a few other ones I saw on ofp.info. While they are nice, they just don't add enough to make it worth the hassle of having everyone download it for a mission. I've seen numerous versions of Kolgujev and the other original islands in winter, jungle, etc. but I'm just SICK of their geography, and Nogova is beginning to get old. If only someone could create a nice, well-balanced island with 2 airports in 2 major towns on the mainland. I think that a realistic island could be formed that had some nice balanced apsects to it so 2 teams could fight it out over territory and such. Nogova was a nice start to that, but the fact that the 2nd airport seems to be more of an afterthought just stinks. I'd like to see at least 2 airports usable to AI, maybe a nice mountain range with a couple of narrow valley passes running through them somewhere in the middle, and some nice naval ports on the sides of the islands. One really cool new addon is the Little Birds. Those helos are official material IMHO. Really great work. I'm looking forward to seeing more from BAS. An aircraft carrier, maybe? I'd like some more original vehicles of that caliber. The thing I hate seeing the most though is 50 thousand different versions of the same vehicle, i.e. the Blackhawk. Man, I think that helo comes in every color under the sun now. I think that while it makes sense for some Mods to use the different camo on them, it just gets crazy trying to track down the one addon that comes in the particular color that some mission author decided was necessary for his mission, and yet didn't include in the download. If scripting didn't take all my time, I'd look more into island modeling, but unfortunately I'm not really adept enough at scripting to be that fast. I'm sure someone will come out with the island of my wet dreams some day soon. =) Sorry to ramble, but addons have been a particular source of frustration for me, as I see so many addon errors from players on my server, and they sometimes conflict with a mission causing players to crash. Also, any mission maker that makes a mission using addons should really INCLUDE THEM IN THE DOWNLOAD!!! I've had to hunt 30 minutes before just to find some obscure weapons pack in a mission because the author didn't include even a link. OK, enough rambling. -
Counting players server-side possible?
KaRRiLLioN replied to KaRRiLLioN's topic in OFP : MISSION EDITING & SCRIPTING
Interesting point. At the beginning of the mission, players don't start in a vehicle and they don't control any units, however later, they most certainly will. Animal sent me a script that he uses which might work for my purposes. At least now I know why a script that I had made before didn't work at all. I had tested it on my PC and it worked perfectly, but on a dedicated it worked like crud, mainly because I had no idea about the way players were not local to a server, unless you were hosting the mission (non-dedicated), and then 1 player would be local to it. This also makes more sense now about some AI creation scripts I had made once. When I tested it on my PC, I created a squad using an Action on the action menu. The squad would join a pre-existing squad and then it would become its own independent squad. It worked perfectly in testing on my PC, but once it got on a dedicated server, the AI would just sit there motionless, and even shooting them wouldn't get a reaction. It was like the server wasn't accepting control of them or something since when they were made with an action by a player, they were made non-locally to the server. I dunno , but I suppose that's the reason it didn't work. That was in 1.46 BTW, haven't tried it that same way in 1.85. OK, back to the drawing board. =) -
Counting players server-side possible?
KaRRiLLioN replied to KaRRiLLioN's topic in OFP : MISSION EDITING & SCRIPTING
OK, I think the following works, and it can determine if you are playing in SP or MP. I set 2 triggers on the map, one set to activate if West present, one to activate it East present. The triggers covered all of Nogova. In OnActivation, I put WestList = thislist (in the one activated by WEST) and EastList = thislist (in the one activated by EAST) I did this so that I can check during a MP game how many Players exist, in case some leave. This determines how many AI get created, etc. Also, I set the triggers to activate with a delay of 3 seconds. In Init.sqs I put: WestList = [] EastList = [] In script that I exec'd from the init.sqs I have this: ;;wait until the triggers activate @(Count WestList > 0) AND (Count EastList > 0) _array = WestList + EastList ;;count all local players on the server. If local, then it is SP ?(Local Server) : PlayerCount = "_x == Player" count (_array) ?(PlayerCount > 0) : Dedicated = FALSE ;;if Dedicated TRUE, then it's a MP game ?(PlayerCount <= 0) : Dedicated = TRUE ;;count all units that are not local objects to the server if dedicated is true. ?(Local Server) AND (Dedicated): PlayerCount = "!Local _x" count (_array); PublicVariable "PlayerCount" -
From Page 3 of this thread: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> Actually the Chinook and the Mi17 can already carry up to 3 vehicles. You can fully man tanks, etc. with driver, gunner and commander and when you get near them, click "Load Nearest Vehicle" and it'll have them get out, get into chopper, and then it'll load them and their vehicle into chopper. It disappears when it does that. When you want to drop them off, there is an action to unload each vehicle. The vehicles are unloaded, the driver, etc. gets out of chopper and into the vehicle. It doesn't work with anything in the cargo of the vehicle though, like passengers. <span id='postcolor'>
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I just sent this PM to Suma. Â I hope it makes good sense. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> I have asked you about this before, but I did not phrase it very well. Currently the only way to determine type of an object is to use CountType. Â With this method, you must know the type you are looking for, and you must have an array, like this: ?(("M1Abrams" CountType _this) == 1) Because of this, I must know the type. Â I can use a loop with a long array of type names to check, but this becomes cumbersome with the large number of objects in OFP. My suggestion would be this: _type = GetType _vehicle This way, the type information can be easily extracted without the need to compare all known type information. Â That way, instead of comparing many vehicle types with CountType like this: ?!(local Server): Goto "end" _vcl = _this select 0 _respawndelay = 5 _dir=Getdir _vcl _position=Getpos _vcl _Vehicles=[] _WTrucks=["Truck5tOpen","Truck5tRepair","Truck5tReammo","Truck5t Refuel","Truck5t"] _ETrucks=["UralRepair","UralReammo","UralReFuel","Ural"] _CivTrucks="TruckV3SGCivil","TruckV3SGRefuel","TruckV3SGRepair","T ruckV3SGReammo","TruckV3SG"] _Jeeps="JeepMG","GJeep","HMMWV","UAZ","SGUAZG", "UAZG","Jeep"] _Cars="Tractor","RapidY","Rapid","SkodaBlue","Skoda Red","SkodaGreen","Skoda","Trabant"] _Helos="Cobra","AH64","CH47D","OH58","UH60MG",& quot;UH60","Mi24","Mi17"] _Planes=["Cessna","A10LGB","A10","SU25"] _WArmor="M1Abrams","M60","Bradley","M113Ambul","Vulca n","M2StaticMGE","M2StaticMG","M113","BoatW"] _EArmor="T80","T72","BMP2","BMPAmbul","BMP",&quo t;BRDM","BoatE","ZSU","T55G"] _Other=["Mash"] _Vehicles=_WTrucks+_ETrucks+_CivTrucks+_Jeeps+_Cars+_Helos+_Planes+_WArmor+_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" I can instead do this: _type = GetType _vcl _vcl = _type CreateVehicle _position Would you please consider this very important command for the next update? Â With the LARGE amount of addons, this would also be VERY helpful. Thank you! <span id='postcolor'>
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Agreed. Unfortunately there is no way to extract this information without first having a list of comparison, unless there's some reverse methodology that is available. Currently you have to use CountType which is a useful but clumsy command, since you have to know the type you're looking for, and it has to be in an array of some sort. I would say that sending Suma a PM requesting this might be the best thing to do.
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Counting players server-side possible?
KaRRiLLioN replied to KaRRiLLioN's topic in OFP : MISSION EDITING & SCRIPTING
Thanks, I'll try it out! -
Version 0.2n is now available. Fixes: Version M Fixes -Fixed bug where "All Markers Set" keeps appearing in certain situations -Updated Soldier Cam positioning to make it work a bit better. -Added soldier name and info to soldier currently viewed in Soldier Cam -Added more information to Soldier List in the Mission Control panel, i.e. Unit name, unit position in group, and type of unit. for example: Fabio, West Alpha Black 1, NATO Medic -Fixed LOCK on MCU's that should keep all players out until the commander unlocks it. Version M Additions: -Added Pictures for buildings to the MCU build menu, and when you open up the build menu for each factory, the picture appears there too. The pics aren't the best in the world, but they serve the purpose. Version N Fixes -Build Queues now empty when factory is destroyed and money is refunded. Players who were building while factory was destroyed would not be able to build at that factory anymore because the variables weren't resetting. Their money is refunded, depending upon the percentage of completion. -The AI that were spawned to protect territory were spawning sometimes as enemies of the team that had captured it. I think I have this fixed now. Version N Additions: -You can now build a Radar system. It will detect hostiles up to 1000 meters out and they should appear on the map each time it pings them. I haven't had the chance to thouroughly test this in MP yet, so I don't know if the enemy units are revealed to all players or not using a server-side script as I do. If I find out it is not, then I'll change it. -The Radar system will also destroy enemy aircraft within 500 meters of it, including parachutes. If the Radar is destroyed, it will cease to function and must be repaired. -Radar price is now $8000 with a 120 second wait. If it proves to be effective, I'll start balancing it out. -To build Radar, you must first build your primary Command HQ. Once you have your Primary Radar built, you can build other radar stations further out. -The Primary Radar cannot be built farther than 150 meters from the Primary command HQ. I'd appreciate feedback on the Radar system to see whether it is effective or not. In testing by myself, it shot down several fast and slow incoming aircraft, planes and choppers alike. If it works, it'll make covert ops a bit more important, i.e. getting in there and satcheling the radar. The radar is fairly tough and it takes about 4 satchels to destroy.
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Importing .jpg's and such into .paa format
KaRRiLLioN replied to KaRRiLLioN's topic in ADDONS & MODS: DISCUSSION
Thanks, I finally got it now! -
I have some .jpg's that I want to convert into some .paa picture files so that I can use them in opflash missions. I've tried using Texview, but it doesn't seem to even be able to open or view them, much less convert them. What's the best way to do this? Thanks!
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The MCU isn't loadable yet. All other land vehicles are though. I kept it that way until I expand the captureable territories to include the island. I'm also planning on making it so that holding an airport would reduce the amount of time it takes to make a plane or chopper or something like that. I'm still tweaking and balancing stuff though.
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I think port 2302. It's Sockets BTW and not Direct play.
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My server currently runs it, and I think the Radishville server runs it as well, but I can't remember their ip address. The ip to my server is 209.193.133.66 and it's usually up after 5pm EST. It's on a T-1. During the weekend its up all day/night.
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Actually the Chinook and the Mi17 can already carry up to 3 vehicles. You can fully man tanks, etc. with driver, gunner and commander and when you get near them, click "Load Nearest Vehicle" and it'll have them get out, get into chopper, and then it'll load them and their vehicle into chopper. It disappears when it does that. When you want to drop them off, there is an action to unload each vehicle. The vehicles are unloaded, the driver, etc. gets out of chopper and into the vehicle. It doesn't work with anything in the cargo of the vehicle though, like passengers.
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Great! Glad you got it working. I've just updated the link for another new version to fix some bugs and add a few requested features. Bug Fixes: -Research bug where "Research Aborted" msg keeps repeating when building dies -Base buildings were not being added back to total base count for that team after repair. Now they are. New Additions: -You can now set respawn to any Command HQ except for an enemy Command HQ. -Added "Recycle Nearest Building" to MCU Build Menu. Now when a base building is destroyed, you can recycle it and place it somewhere else if you like, or if you're the enemy you can clean up the base you just wiped out. ONLY the MCU (Mobile Construction Unit) can do this. -Added "Remove Nearest Building" to MCU build menu. Now you can remove an undamaged building from your base. If it is the primary building of that type, i.e. it has a marker on the map, the marker will disappear and reappear wherever you rebuild. You can also do this to enemy buildings, but ONLY the MCU has this ability, so unless it's a building they made in the middle of nowhere, it's not a very safe way to win. =) Note that since the team Commander is the only one who can access the MCU menu, they are the only ones who can use these new features. Soon I may make it so that you can airlift your MCU. That way you could actually recycle the buildings, load up the MCU on the chopper and then go rebuild on an island, or just somewhere else after the enemy finds you.
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Do you have Resistance version 1.85? If so, you're having problems even loading it up on your own PC? I've never heard of getting that msg like that before when it's being played only locally on the client's machine. Just to make sure, Open Opflash, click on Multiplayer, then click NEW at the next screen. Now Select the mission and click OK. Choose a team and start the mission. If you're getting that msg while playing like this, then I'm not sure what is going on.
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Heh, I left the 20 seconds in there so I could test the outro and such. Once I'm completely satisfied with it then I'll remove it. Also, BIS had the M1A1 listed as an M1A2, so I assumed that perhaps it was supposed to be that.
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I just uploaded version g, and updated the download link. I improved the way the Chinook and Mi17 carry loaded vehicles. Now you can load up a vehicle with Driver, Gunner and Commander positions occupied by AI. They will automatically get out of the vehicle, get into the chopper, and then their vehicle will be loaded. Anyone in cargo, i.e. riding in back of a vehicle will not be loaded this way. After a vehicle is loaded, a new action will appear on the chopper's menu that says "Unload M1A2 Abrams" for example. Each vehicle can be unloaded individually this way. When you unload them, the driver,gunner and commander (or whichever slots were occupied when you loaded it) will get out of the chopper and get into their vehicle. It seems to work pretty well and it's a lot easier than trying to coordinate everything manually while flying a chopper. =) I also made a few other minor changes to fix a few bugs.
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Let me know if you need a place to put them. Â I can probably put it where I host my missions if you get shafted by your provider again. =) BTW thanks again for that excellent briefing for RTS-2.
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UPDATE: -Fixed repair vehicle bug where you coudn't repair some vehicles. Now you can repair anything from Tanks to Med tents. -Fixed recycling bug where some vehicles and units couldn't be recycled. -Construction Jeep now makes Med Tents -Mi17 and CH47-D can now carry up to 3 land vehicles except the Mobile Construction unit. They cannot carry other aircraft. In other words, you can load up a squad and 3 tanks and carry them across rough terrain, and then drop them off in the enemy's back yard. If the chopper is destroyed with the cargo, you lose all those vehicles. BTW the vehicles disappear into the chopper and don't hang underneath it. I know it's not as realistic, but RTS isn't all that realistic anyway. -Territories now indicate whether NATO or Soviets are present on that territory. If you're trying to capture a territory and it doesn't seem to be changing, check the map to see if there are enemies present. -If you personally capture an area, you get 2 bonus points which translates to an extra $10 income every 60 seconds. -other minor fixes I updated the download link at the beginning of this thread with the new version.
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sky: you probably hit the Lock command on the plane. All vehicles come out locked, and you have to unlock them to get in. Sometimes it's possible to lock yourself in the vehicle and the Unlock option might not appear. VTOL is rather clumsy, but I stuck it in there so that players who built in the middle of bad terrain could still take off. For capping territory, I used to put 1 Vulcan/Shilka and 1 T80/M1a2 to guard it, depending on how long the territory was held. It didn't work too well because AI get quite dumb in Multiplayer due to lag, and they tend to miss enemy choppers. For that reason I've recently changed it over to a soldier with a SAM site. These are harder to spot and shoot from the air, and they can still take down enemy aircraft fairly well. It's kind of maddening that I can't seem to get a good AA mechanism that works consistently well in MP. For the most part the AI seem to shoot behind the enemy, even if their skill level is set to max. The only other option is to massively increase the cost of aircraft, but then that slows the game down a lot more, and it's already not a fast-paced mission type. Balkan: HALO will work once you're above 200m altitude. And those barriers are more to protect from Helo and plane attacks, and they are also for hiding other assets behind. The wire fences and such aren't much good at that. Once you've played it for a while, you'll kind of see how it fits into the strategy. I made RTS-1 more than a year ago and I've been learning from each new version I make. Balance is very tough to achieve in all respects though.