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KaRRiLLioN

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Everything posted by KaRRiLLioN

  1. KaRRiLLioN

    Rts-3 released

    Flying over and capping is possible, but you still have to wait for a period of time to cap it, during which you're wide open for attack. Each territory has a large block of land associated with it. Â When it's unoccupied, that area is gray. Â Within the large area is a flag marker and a smaller black area. Â This is the portion of the territory that you have to occupy in order to capture the territory. If the territory is empty, then you can contest it. Â During this period of time, the larger gray marker turns yellow to indicate that it is contested. Â You have to contest it for at least 30 seconds in order to take control. Â After that, if an enemy wants to take the territory from you, they must have more troops on that area than your team does in order to begin the process of taking away control. Â If they manage to keep more troops there, or wipe out opposition, then they have to stay there for at least 60 seconds. Â Then the territory is taken away from whoever was holding it before and put into contest mode for the attackers. Â Then they have to hold it for an additional 30 seconds. Â If during that time the enemy comes and brings more troops, then they could start contesting it for themselves. So, while you can take a chopper and take over a territory, it isn't so easy as zooming over and having it. Â You have to wait, and if there are any enemies on the ground, then it's harder to find them and eliminate them so you can take the territory back. I'm working on making the AI guarding it a bit smarter, but unfortunately, during an MP game, the lag makes them quite dumb in a lot of ways. Â I may reduce their numbers and simply place a couple of them with SAM's or something. Â Their main goal is to slow down any attacker long enough to get reinforcements there. I'm also working on a way so that in order to take any territory, any adjacent territory must first either be unoccupied or controlled by your team. Â That way you can't just fly into the middle of enemy territory and snag territories. Â I think this will make the land game a lot more interesting. One question, do you think there are enough territories right now, and what do you think of their placement?
  2. KaRRiLLioN

    Rts-3 released

    Doolittle, any AI in your squad can unlock it if you command them to. Simply hit F1-F12 to bring up the appropriate soldier, press 6 and then the UNLOCK option should be on there somewhere. The factory with the ladders has been the same since RTS-1, but the ladder is actually useable now. It used to be if you tried to climb it you'd get stuck there until someone killed you. I can't remove the option for it, and I haven't spotted another building that suits my fancy for that. Also, the squads that appear at cities are reinforcements that will stay and guard the city. You should also get an Ammo and Repair truck there after holding it for a certain period of time. I'll soon be adding AI squads back to the game, but there will be a much greater method of control over them I hope. I'll be using OnMapSingleClick to position markers for them (like in RTS-2) but you'll have more flexibility on moving them about. Basically teams will be able to create up to a certain number of independent squads (this can be limited at the Command HQ) and then tell them each separately where to go. In RTS2 you can only create pre-defined squads, like Armored AA and Tank Squads. I hope to greatly improve it.
  3. KaRRiLLioN

    Anyone play the conqure the island mod?

    Tovarish, I don't think the crash was from the mission, but sometimes Opflash will cause crashes when you have a lot of explosions around you. This is most evident when you get a lot of LGB's landing near you. Sometimes it'll cause you to crash. I'm not sure why, but it just happens occasionally.
  4. KaRRiLLioN

    Rts 2 available for download

    This may be the final zip for RTS2. I've given them all version names, mainly 1.0 for the normal RTS2 and 1.5 for RTS2 with territory control. *FIXES* -I fixed an issue with RTS2_Territory Wars where the mission wouldn't end even after you'd destroyed the enemy base. This was due to a misnamed label in a script. That's all the fixes. =) I have now finished version 0.2a of RTS3 and I'll be posting a separate thread on it since it takes a different approach in some ways from RTS2.
  5. KaRRiLLioN

    Rts 2 available for download

    This may be the final zip for RTS2. I've given them all version names, mainly 1.0 for the normal RTS2 and 1.5 for RTS2 with territory control. *FIXES* -I fixed an issue with RTS2_Territory Wars where the mission wouldn't end even after you'd destroyed the enemy base. This was due to a misnamed label in a script. That's all the fixes. =) I have now finished version 0.2a of RTS3 and I'll be posting a separate thread on it since it takes a different approach in some ways from RTS2.
  6. I have been searching high and low througout the Res Config and data pbo's for the name of the picture for the motorcycle. So far I found the configuration that defines the motorcycle, and it says the icon="car" but it doesn't define the pic there. I know it has a picture since it shows one when your squad gets on one. It's driving me crazy trying to find this thing!!
  7. SWEET! Which file contained the config for the Jawa? I went through Config.bin and several others. I found motorcycle, but not jawa.
  8. LOL, maybe now you can also have flaming parachutes!
  9. KaRRiLLioN

    Rts 2 available for download

    Quite a bit. Hopefully the interface won't be as cumbersome anymore as it was with the 50-item Action List as in RTS2.
  10. KaRRiLLioN

    Rts 2 available for download

    Quite a bit. Hopefully the interface won't be as cumbersome anymore as it was with the 50-item Action List as in RTS2.
  11. KaRRiLLioN

    Rts 2 available for download

    OK, I'll try to remember that in the next zip. I'm working a lot on RTS3 right now, so there probably won't be anymore releases of RTS2. I'll repackage it and send it out with a shiny 1.0 or something. =)
  12. KaRRiLLioN

    Rts 2 available for download

    OK, I'll try to remember that in the next zip. I'm working a lot on RTS3 right now, so there probably won't be anymore releases of RTS2. I'll repackage it and send it out with a shiny 1.0 or something. =)
  13. I set the server limit to 100 bytes, so really it's as effective as 0. I don't mind the custom faces so much, but when it starts lagging 56ker's because of it then it's just too much. I wish that the kick message would tell players why they're getting booted.
  14. KaRRiLLioN

    Updated missions for download

    Been a while since I updated the mission pack, but here it is again. I reworked the way the CTF script works for the Nogova CTF's so that it won't be as much of a stalemate as it can be sometimes. If you take the enemy flag and hold it for at least 15 seconds, then your team gets a point. Also the msg that you've taken the flag is not broadcast to the enemy until after that 15-second period, so that gives you some time to get away. For capping the flag your team gets 5 points. Also, if you get killed with the flag, it doesn't return to the flagpole for 20 seconds, so if you had someone helping you, they could pick it up and score, possibly. I also updated the outro so the loser has to do pushups for the winner. There are now 16 Nogova CTF's, 8 Nogova Coops, and 3 Nogova CnH's. There's a total of around 113 missions in this zip. It also includes RTS2 missions. Get it at: http://www.aggression.org/karr/karrmpmissions.zip
  15. KaRRiLLioN

    Updated missions for download

    http://www.aggression.org/karr/Karr.MPMissions.zip Well I got around to updating my missions. Â Most of them should work with Resistance, but the RTS2 missions do not. There are about 86 missions in here. Â For those of you who like Realistic coops, then my coops may not be for you. Â Most of them have respawn for the players, and some of them are massive battles where suriviving long is not an option. Basically I added HALO drops to several of the CH and CTF missions. Â For those of you that don't know, HALO means High Altitude Low Opening. Â In other words when you get above 200m altitude in a chopper or a plane and then the HALO drop option appears, you click it and freefall until you choose "Deploy Chute". Â Then your parachute will open. Â Don't wait to long or you'll splat. Â There's an altimeter that tells you how high (or low) you are. Â There are a couple of bugs with it, namely the HALO drop option may stay on vehicles even after it lands. Â I'm working on that. Â It's pretty cool to freefall from 1000m up or so and deploy the chute about 75m from the ground. Otherwise, most of the updates are just minor bug fixes and such. There aren't any Resistance vehicles in the missions just to keep them compatible with regular opflash. Â I'll try to update with new vehicles later, but now I just want to keep it backwards compatible until more ppl get Resistance. Here's the key for my mission naming: CTF - Capture the Flag CH - Capture and Hold TDM - Team Deathmatch with objectives DD - Defend and Destroy buildings C - Coop C01-C09 - a mini multiplayer campaign RTS-Real time strategy, you build up a base, build vehicles, and try to capture territory for money. RTS2 - Similar to RTS, but instead the goal is to destroy the enemy base. Â This one is a bit more advanced than RTS 1 was.
  16. KaRRiLLioN

    Rts 2 available for download

    I haven't played the CTI mission, so I can't comment on its length, but RTS2 isn't that slow. Â You can have a base up and running within 5 minutes, and you can have choppers and ground troop all within the next few minutes. Â You also have the option of setting a timelimit, and there is also a point limit. Â In the Territory version you can also win by taking all territory. Â It's really up to the players as to how they want to play it. If you want to have a full game, then you leave the point limit at 15 ( you get a point for each base building you destroy) and you either try to wipe out the enemy base or take all territories. Â Most games I play like this average about 80 minutes. Â Yes, that's a long time, but it's the most fun, IMHO. If you want it to be a quicker game, simply set a reasonable timelimit like 45 mins or a smaller scorelimit like 5. Â Typically 5 points will still be hard to get if your opponent has set up decent defense. The game is only as slow as you make it, really. Â If you like to take time to set up defense and send out the troops in an orderly fashion, then yes, it will take longer. I really think that's half the fun though. Oh, and insofar as money and resources go, just remember that the more enemies you kill, the more money you can get. In the territory version holding more territories = more money. If you'll remember the original RTS, each of those worked very similiarly insofar as money for territories goes. Also, vehicles aren't that expensive except for the top of the line helos.
  17. KaRRiLLioN

    Rts 2 available for download

    I haven't played the CTI mission, so I can't comment on its length, but RTS2 isn't that slow. Â You can have a base up and running within 5 minutes, and you can have choppers and ground troop all within the next few minutes. Â You also have the option of setting a timelimit, and there is also a point limit. Â In the Territory version you can also win by taking all territory. Â It's really up to the players as to how they want to play it. If you want to have a full game, then you leave the point limit at 15 ( you get a point for each base building you destroy) and you either try to wipe out the enemy base or take all territories. Â Most games I play like this average about 80 minutes. Â Yes, that's a long time, but it's the most fun, IMHO. If you want it to be a quicker game, simply set a reasonable timelimit like 45 mins or a smaller scorelimit like 5. Â Typically 5 points will still be hard to get if your opponent has set up decent defense. The game is only as slow as you make it, really. Â If you like to take time to set up defense and send out the troops in an orderly fashion, then yes, it will take longer. I really think that's half the fun though. Oh, and insofar as money and resources go, just remember that the more enemies you kill, the more money you can get. In the territory version holding more territories = more money. If you'll remember the original RTS, each of those worked very similiarly insofar as money for territories goes. Also, vehicles aren't that expensive except for the top of the line helos.
  18. KaRRiLLioN

    Rts 2 available for download

    I thought about making a version with addons, but they seem to add to problems that players have. It actually wouldn't be hard at all to add addons to the mission since I have it set up so that most things are plug-n-play insofar as adding vehicles and structures goes. I think that having more than one person code for something like this might be overkill and they'd just get in each others way on several things. I've just seen to many issues from coders trying to merge their codebase and everything going to hell. For a video game from scratch, I can understand more than one coder, for something like this, it's not really necessary. If a person really wanted to go for a team effort, then you'd probably do well to have someone do addons separately from coding, but that's about it. Besides, I just do this in my spare time because I enjoy it. I'd hate to be held accountable by team members or something. BTW, HK, the M2A2 crashes don't happen in Resistance, at least from what I've seen. It may crash in 1.46 mainly because of the way 1.46 handles bad addons. The crash is caused when players with unofficial addons are playing. In Resistance RTS you will ocassionally get a message saying an addon is missing (even official ones) but it won't crash the game or affect anything.
  19. KaRRiLLioN

    Rts 2 available for download

    I thought about making a version with addons, but they seem to add to problems that players have. It actually wouldn't be hard at all to add addons to the mission since I have it set up so that most things are plug-n-play insofar as adding vehicles and structures goes. I think that having more than one person code for something like this might be overkill and they'd just get in each others way on several things. I've just seen to many issues from coders trying to merge their codebase and everything going to hell. For a video game from scratch, I can understand more than one coder, for something like this, it's not really necessary. If a person really wanted to go for a team effort, then you'd probably do well to have someone do addons separately from coding, but that's about it. Besides, I just do this in my spare time because I enjoy it. I'd hate to be held accountable by team members or something. BTW, HK, the M2A2 crashes don't happen in Resistance, at least from what I've seen. It may crash in 1.46 mainly because of the way 1.46 handles bad addons. The crash is caused when players with unofficial addons are playing. In Resistance RTS you will ocassionally get a message saying an addon is missing (even official ones) but it won't crash the game or affect anything.
  20. Thanks! I'll give it a shot.
  21. Can anyone tell me why this is not working? I am trying to get a count of each type of magazine that a player has using CountType. It doesn't seem to work though. _magazines = Magazines Player _magazineNumber = "M16" CountType _magazines I've also tried this: _magazines = Magazines Player _magazineNumber = (("M16" CountType _magazines)==1) Is it because the information is already in string format within the array rather than a bool format? It's driving me freaking nuts. If CountType doesn't work, then I guess the only thing to do is just strip apart the array and count em one by one.
  22. Since the other thread regarding bigpoppa's console for OFP was a bit off-topic for these questions, I though I'd ask them here: I'm trying to understand some basic things about Dialogs, specifically List boxes and the data you can pass with them. Is it correct to say that the only data you can pass to a script that is exec'd from the listbox consists of: lbText, lbData, lbValue and lbColor and that only one of each can be passed? In other words, with the script you can take the useful data out of only: _text = lbText [_idc, _index] _data = lbData [_idc, _index] _number = lbValue [_idc, _index] What i'm trying to find out is if there is some way to pass a complete array of information using any of the commands available. I've tried equating the _data in the lbSetData command by making _data an array, but that doesn't seem to get passed. Does anyone have any ideas on this? I'd like to pass an array that contains the person who used the dialog box, and serveral other bits of info. Thanks!
  23. KaRRiLLioN

    Rts 2 available for download

    OK, after 2 weeks of bugtesting, RTS2: Territory Wars is now available for download. I packaged it up with the other RTS2 missions, so you now have: RTS2_TERRITORY WARS.NOGOVA RTS2_NOGOVA RESISTANCE RTS2_EVERON-BUILD AND CONQUER RTS2_KOLGUJEV ARMEGEDDON RTS2_MALDEN New Features: -All new weapons are available once you load your ammo crates up. -Territory Wars: this is similar to the mission I made about a year ago in the way that territories must be captured, but I tweaked it a little bit. Â Right now there are 9 territories. Â Each one starts off unoccupied, of course. Â To capture the territory, you must first contest it. Â After contesting it for a certain number of seconds, then your team will gain possession. Â In order to contest or capture a territory, you must have more of your soldiers on the territory than they do, so if you take 10 soldiers on a territory that is only being held by 5 enemies, then they have only a short time to either kill enough of your soldiers to make it even, or drive you away to retain control. Also, once you hold a territory, reinforcements will be automatically sent there. Â For every minute that you hold the territory, you gain money, and more reinforcements. Â You won't receive more than 6 AI reinforcements per territory, however. Â They consist of 2 Vulcans/Shilkas and a M1Abrams/T80. The color of each territory will change depending on the control: Black = Unoccupied Yellow = Territory is being contested Blue = NATO control Red = Soviet Control Tweaks: Independent AI squads are limited to 4 per team because of the lag that too many AI cause in multiplayer missions. I optimized a few scripts for faster processing of some information. Â Hopefully it'll shave a few nanoseconds off of several scripts (it does add up! Also, RTS-3 is now in the works. Â Because of some great new commands introduced in 1.85, I can finally massively improve upon the interface and the way in which independent AI squads can be controlled. Â I should also be able to cut down the overhead quite a bit. Also, RTS-3 will improve upon the Territory control a great deal, and should be a lot more like the Everon Territory Wars mission I made a year ago. As usual, get the package from here: http://www.aggression.org/karr/RTS2.zip
  24. KaRRiLLioN

    Rts 2 available for download

    OK, after 2 weeks of bugtesting, RTS2: Territory Wars is now available for download. I packaged it up with the other RTS2 missions, so you now have: RTS2_TERRITORY WARS.NOGOVA RTS2_NOGOVA RESISTANCE RTS2_EVERON-BUILD AND CONQUER RTS2_KOLGUJEV ARMEGEDDON RTS2_MALDEN New Features: -All new weapons are available once you load your ammo crates up. -Territory Wars: this is similar to the mission I made about a year ago in the way that territories must be captured, but I tweaked it a little bit. Â Right now there are 9 territories. Â Each one starts off unoccupied, of course. Â To capture the territory, you must first contest it. Â After contesting it for a certain number of seconds, then your team will gain possession. Â In order to contest or capture a territory, you must have more of your soldiers on the territory than they do, so if you take 10 soldiers on a territory that is only being held by 5 enemies, then they have only a short time to either kill enough of your soldiers to make it even, or drive you away to retain control. Also, once you hold a territory, reinforcements will be automatically sent there. Â For every minute that you hold the territory, you gain money, and more reinforcements. Â You won't receive more than 6 AI reinforcements per territory, however. Â They consist of 2 Vulcans/Shilkas and a M1Abrams/T80. The color of each territory will change depending on the control: Black = Unoccupied Yellow = Territory is being contested Blue = NATO control Red = Soviet Control Tweaks: Independent AI squads are limited to 4 per team because of the lag that too many AI cause in multiplayer missions. I optimized a few scripts for faster processing of some information. Â Hopefully it'll shave a few nanoseconds off of several scripts (it does add up! Also, RTS-3 is now in the works. Â Because of some great new commands introduced in 1.85, I can finally massively improve upon the interface and the way in which independent AI squads can be controlled. Â I should also be able to cut down the overhead quite a bit. Also, RTS-3 will improve upon the Territory control a great deal, and should be a lot more like the Everon Territory Wars mission I made a year ago. As usual, get the package from here: http://www.aggression.org/karr/RTS2.zip
  25. KaRRiLLioN

    Download console for ofp:r

    I did use the tutorial and I also combed through Maruk's sample mission, so I understand a lot more than I did now. I was just trying to make sure that I wasn't doing something wrong for the button's text not to position itself according to the Style that I used and defined. Since it didn't seem to work, and you all aren't sure, then I'll get around it by modifying the pictures and the text. I just wanted to make sure before I went through the extra work of re-defining some of the buttons. Too bad buttons can't be dynamically added like items in a listbox can. Basically I'm placing pictures of pictures of vehicles and such on buttons and I wanted the text on the button to be centered above the vehicle. I have several things I can do. I can create a small button that is centered over the picture, or I can make the picture smaller and fit it within the confines of the button, or I can create a larger button and then define the text and the picture separately. It's more work that way, of course. BTW, any of you know where a list of the picture items included in Opflash is? I've been searching OFPEC and around here but haven't found it yet.
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