KaRRiLLioN
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Everything posted by KaRRiLLioN
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When will the command reference be back up?
KaRRiLLioN replied to Aculaud's topic in OFP : MISSION EDITING & SCRIPTING
Your sent items box might be full though. Â You need to clean it out. I have a zip with several editing things in it, including the unofficial COMREF. http://www.aggression.org/karr/editinginfo.zip -
*UPDATE* There are now 14 Nogova CTF missions, 3 Nogoval Cap and Hold missions and 1 Coop mission on Nogova included in the mission pack. As usual, no unofficial addons were used in the making of these missions. A couple of the missions are sort of experimental, where I took some buildings and tried to create more rooftop battles, as in CTF_R_SKYSCRAPERS, and I made one named CTF_R_MOTORCYCLE MADNESS with some extra bridges and ramps just for the fun of it. Download at the usual spot: http://www.aggression.org/karr/KaRRMPMissions.zip
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Does anyone know of a good ramp, addon or otherwise? I've finally had it with mucking around with Res's normal buildings. I made some ramps out of those scaffolding rigs that you see in the ruins and they work barely, but you need to have perfect aim or you're dead. =) I just need something fairly wide and not too steep. Anyone have anything? Thanks!
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Very trcinky thing about entering vehicles...
KaRRiLLioN replied to Eraser-pt's topic in OFP : MISSION EDITING & SCRIPTING
So are you saying that there is already a "Get In" waypoint when you start the mission, but you only want the waypoint to show up after he tells you to get in? You could have a trigger which is activated at the proper time. Put a condition in it that is linked to the ending of the conversation, i.e. ChatOver or something like that. In the OnActivation for the trigger have: John AssignAsDriver HummVee [John] OrderGetIn True This way you don't need to use a waypoint for that. i'm not really clear on what you mean by having 2 getin waypoints. Are you also trying to get the officer to get in? -
I've been wanting to add territory wars to this as well, but I need the NearestObject command to work. This would be similar to my original RTS missions. Holding territory would earn you money, etc. and I'd lower the amount of money you could earn with workers so you'd have to hold territory to be able to build choppers, etc. I'd also like to lower the amount of money you start with so you can't build your entire base until you have enough money. Recycling vehicles, holding territory, and workers would earn money but at a lower rate. Destroying enemy base buildings would also earn money, but it wouldn't win the game. If any team held all the territory then they'd win also. There's a lot that can be done, but I need that NearestObject command working in order to get RTS2 debugged. Right now it's working in Resistance, but Recycling and such is problematical.
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I've been wanting to add territory wars to this as well, but I need the NearestObject command to work. This would be similar to my original RTS missions. Holding territory would earn you money, etc. and I'd lower the amount of money you could earn with workers so you'd have to hold territory to be able to build choppers, etc. I'd also like to lower the amount of money you start with so you can't build your entire base until you have enough money. Recycling vehicles, holding territory, and workers would earn money but at a lower rate. Destroying enemy base buildings would also earn money, but it wouldn't win the game. If any team held all the territory then they'd win also. There's a lot that can be done, but I need that NearestObject command working in order to get RTS2 debugged. Right now it's working in Resistance, but Recycling and such is problematical.
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Well, I guess what I'm trying to say is that I make missions that I enjoy playing. I've worked a bit to change some things on the missions to make them less CPU intensive, but in order to have a large scale invasion, it's just unavoidable. I wanted to play a mission with a large scale invasion, but there wasn't really one like what I envisioned, so I made one. Most of my MP missions I make them easily playable CPU-wise and vidcard-wise, but there are some that will have greater resource minimums. In order to somewhat alleviate the problem on some missions, I started using a squad creation script that will create any type of squad I want and then command them to certain positions, etc. This helps some, but when you get an Mi17 dropping 12 paratroopers, 2 T80's, 2 BMP's and a T72 charging at a city with screaming civilians running around (as in C_RESIST) then it will most definitely lag anything less than a 1ghz with a GF3 Ti500. I run an Athlon XP 1800+ (1.53 GHz),1.5GB DDR RAM with a Geforce 4 Ti4600 128 MB DDR RAM at 1600x1200x32 with all the eye candy on, and I love playing these large scale missions a lot. My server is a Athlon XP 1900+ with 1.5GB DDR RAM and it seems to run them pretty well for everyone. Yes, some players complain, but most have told me that it is smooth for them, and those are the majority of players that I'm aiming for. I wish that I could make them less CPU intensive and still have the same type of battle, but I haven't gotten it to work like that yet. If you want some specially scaled-down versions, then I could probably send you the source and let you do what you wish. I'll take a look at using the squad creation scripts more effectively. I do know that when they activate, they drain some CPU cycles, so they have to be timed right. The issue is timing that right and then not having too many enemies on the screen at once. Given the nature of AI, and how they tend to try to stay alive, it can be hard to get timing on something like this correct. =)
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Oh there is Onslaught (Soviet), Onslaught (NATO), and then there's C_Last Stand and C_Resist. Those are CPU heavy by design, mainly because I wanted some large scale invasions. If you don't have a decent CPU, then you'd be better off playing them via a dedicated server, since the server should take most of the load then. We play those a lot on my dedicated and even ppl with slower PC's are able to play ok then. Most of the missions that begin with C01-C09 are not as bad since I limited their scope quite a bit. The mission with the boat--is that Birdcage? I'm not sure what the issue with them disembarking is, but I suppose I'll just rig a trigger to force them out. As of now I have only 1 coop for Resistance. The rest are from regular opflash. The only one that might give you CPU issues would be Birdcage. Laser Tag and Crater might also, I dunno. The rest should be ok.
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Interesting ideas. It'd be nice to make something a bit more slow-paced and strategic, but many ppl just like to build a helo and go blast stuff. Once NearestObject is working again, I plan on making something perhaps a bit more slow-paced with more strategy.
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Interesting ideas. It'd be nice to make something a bit more slow-paced and strategic, but many ppl just like to build a helo and go blast stuff. Once NearestObject is working again, I plan on making something perhaps a bit more slow-paced with more strategy.
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Yep I don't know why it doesn't make AI disembark automatically from the boat. That's a waypoint and if you're the commander then you have to command them out. Also, what mission are you talking about with the UH60? Are you saying I left a debug radio msg in there? I haven't worked on those missions for several months, mainly because I only created them when there was no dedicated server that worked well and I hosted games with some ppl. I was doing a mini-MP campaign, but never finished it. And which missions are CPU heavy? I know that Laser Tag and Crater are because after 1.4 came out the AI controlled LGB's for some reason got really CPU intensive. I used to be able to play that mission on my dedicated server, but after 1.4, it lagged the server CPU too much.
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*UPDATE* There are now about 12 Nogova missions in the mission pack. 2 CH missions, 9 CTF, 1 Coop (with respawn).
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I discovered the Resistance BMP wasn't in the script, so I updated it.
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(I've also posted this at the OFPEC.com forums) I've seen several HALO scripts and such, and maybe I've missed it but I haven't seen one that can be used over and over again in a multiplayer mission. I've created an example mission to show what I've come up with and maybe others can put it to good use. I've put it in my CH and CTF missions and it's pretty cool to freefall and then deploy the chute right onto someone's flag. *WHAT'S NECESSARY* Each soldier that you want to have the ability to HALO must have a trigger in the game that will exec the trigger when they are alive. Just look at the triggers in the mission to see. I've made this example with NATO, Soviets, and Res. HALO.sqs, HALODrop.sqs and HALOChute.sqs are the scripts that are used. Basically when you get above 200m altitude, the HALO Drop action appears on your menu. If you dip below 200m while in the chopper, then it disappears. Click on the HALO Drop action and you will freefall. Click Deploy Chute to open your parachute when you're ready. 75m seems to be the safest although I've managed a bit lower. There is an altimeter that keeps track of your altitude while you are falling so you can have an approximate idea of how high you are. Get the example mission here: http://www.aggression.org/karr/HALOEXAMPLE.zip I've tested it a bit, and it seems to work well. You can also command AI to HALO drop, so long as they have a trigger that activates it for them. This should be compatible with any mission, just copy the trigger and scripts to that mission, and make sure to name the soldiers. I've named them W1 thru W16 for NATO and E1-E16 and R1-R16 for Soviets and Res, respectively.
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Multiplayer halo example
KaRRiLLioN replied to KaRRiLLioN's topic in OFP : MISSION EDITING & SCRIPTING
Thanks I updated it and changed some very minor things that may not make a difference. -
A quick note for mp map makers!
KaRRiLLioN replied to Rossi's topic in OFP : MISSION EDITING & SCRIPTING
Well the simple way around this is to simply open up the mission in the editor, click preview, then cancel and then Edit. If you were playing the .pbo, then it should now be unlocked. As soon as you go to the side selection screen of the editable version of the mission then it would unlock the .pbo version and you can overwrite it. -
General Guba only exists for the East because he was in the single player game. No, the reason you're having issues is because there is a bug as I explained earlier in this thread. The bug is an opflash bug in the NearestObject command. Read previous posts for an explanation.
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General Guba only exists for the East because he was in the single player game. No, the reason you're having issues is because there is a bug as I explained earlier in this thread. The bug is an opflash bug in the NearestObject command. Read previous posts for an explanation.
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I'm not sure I understand what you're saying Helltoupe. Are you saying with my script they blow up after they respawn? All my script does is delete the old vehicle and create a new one. The older methods where it did a SetDammage 0 on the destroyed vehicles would cause multiple explosions, but not this method.
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Backoff and Deadmeat, over at the OFPEC made an excellent flexible script for respawning and creating just about anything with crews, soldier squads, etc. I just need to dig it up and explain how to use it. Remind me to do so. =) Basically you can even have APC's load up with soldiers, disembark etc. You define your squads and such in the init.sqs file and then you can place markers in the mission and have them go to the waypoints at different speeds. I'll try to put together a tutorial for you since I've used that script a lot in my coops. That way I don't have to place items in the mission editor, except for markers that define where the squads start and go.
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Make sure that Dr. Watson for Win2K, etc. is disabled. Here's a link to the Miscrosoft article on how to do that: http://support.microsoft.com/default.aspx?scid=KB;EN-US;Q188296& Dr. Watson will make the server hang while it does whatever in the funk it's supposed to be doing. About the only thing that I've ever known Doc Wat to be good for is hanging processes and programs.
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It would seem that with sockets now available, a Linux server would be the next logical step. It would have no backward compatibility with Directplay of course. =) My memory is a tad fuzzy, but from my days working with Half-Life mods, all you really need is a Linux-compatible exe for the dedi. Everything else should already work fine. A port should be possible.
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Sorry about that. I try to stay on top of any bugs or issues that players report to me, and I've been getting requests for more Nogova missions, so I'm trying to keep up with everything. If anyone spots any bugs or has additions, etc. that they'd like to see let me know. I'm curious as to whether anyone is finding the HALO Drops that I've added in to some of the missions useful.
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I've added 4 more new Nogova missions to the zip. Now there are 2 Cap and Holds and 4 CTF missions on Nogova. I also made some minor updates to the other existing missions.
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Well one way to do it is if each vehicle that is being respawned is unique. Â In other words, is there more than one of each type of vehicle? If not, then you can reassign the variable name to a vehicle. For example, let's say that you have a JeepMG named Jeep. Â In the respawn script you would add this line: .... #start ?(_type=="JeepMG"):Jeep=_vcl ~2 @!(Canmove _vcl) ~_respawndelay ..... Basically since this is the only JeepMG in the mission, then you can filter out that one jeep with the respawn script and give it a GLobalVariable name so that it could be picked upon by a trigger. Now here's a more complicated way to do it if you have several vehicles of the same type: First of all, assign a name to each vehicle that you want to respawn. Now assign the soldier that you'll be controlling a name like W1 For an example, create a JeepMG and name it WJeep. Now in the init field put [this]exec "vrs.sqs". Create your Radio triggers or whatever you use to move a vehicle, change it to activate Repeatedly, and put in the onActivation field: WJeep1 Setpos Getpos W1 Here's the script and I'll bold what I changed: ;;BEGIN vrs.sqs ;;By KaRRiLLioN ;;VehicleType Loop by Sefe ;;Original script by Backoff ;;Updated for 1.75 by Jaeger Neo ;;IMPORTANT: ADD A GAMELOGIC NAMED Server ;;to the mission to prevent multispawn ?!(local Server): Goto "end" _vcl = _this select 0 _respawndelay = 10 _dir=Getdir _vcl _position=Getpos _vcl _Vehicles=[] ?(_vcl==WJeep):WJeep1=_vcl; _oldvcl=WJeep1; PublicVariable "WJeep1" ;;First this checks to see if the GlobalVariable name of the ;;_vcl is WJeep. Â Since we cannot re-use that var name ;;any more, we must give it a new GlobalVariable name and ;;then make it public so that all clients will have the same ;;info if it's a multiplayer game. ;;Then I assign a new GlobalVariable (GV) name and set it = ;;to _vcl. Â I then create a new LocalVariable (LV) and set it ;;= to the new GV name. Â I do this because _vcl will change ;;once it hits the CreateVehicle phase of this script. _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"] _Vehicles=_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" #start ~2 @!(Canmove _vcl) ~_respawndelay deleteVehicle _vcl _vcl = _type createVehicle _position _vcl setdir _dir ?(_oldvcl==WJeep1):WJeep1=_vcl; _oldvcl=WJeep1; PublicVariable "WJeep1" ;;Here the _oldvcl LV is used to determine the old GV name of ;;the _vcl. Â When _vcl is used to CreateVehicle, then it ;;changes to a different object. Â Therefore I use the _oldvcl ;;LV to keep that value. Â Now the new _vcl has the GV name ;;of WJeep1. Â Again I make it a PublicVariable (PV) so that ;;all clients will have the same object info. #Skip ?(_type=="cessna"):goto "cessna" ?(_type=="Mi17"):goto "Mi17" Goto "start" #Mi17 _vcl removemagazines "Rocket57x192" _vcl removeweapon "Rocket57x192" _vcl addweapon "MachineGun30" _vcl addmagazine "MachineGun30" goto "start" #cessna _vcl addmagazine "MachineGun30" _vcl addweapon "MachineGun30" _vcl addmagazine "MachineGun30" _vcl addweapon "MachineGun30" goto "start" #end Exit ;;END vrs.sqs OK now assume you have several more vehicles that you want to add to this. Â Give each one a unique name. Â Let's assume that it goes something like this: UAZ is EJeep1 Sports Car is Car1 AH-1 is WHelo1 Now, you'll need to have these lines in the 2 different places of the script: This part goes in the first area of the script right after the part about the first jeep: ?(_vcl==EJeep1):EJeep1A=_vcl; _oldvcl=EJeep1A; PublicVariable "EJeep1A" ?(_vcl==Car1):Car1A=_vcl; _oldvcl=Car1A; PublicVariable "Car1A" ?(_vcl==WHelo1):WHelo1A=_vcl; _oldvcl=WHelo1A; PublicVariable "WHelo1A" Again, let me clarify what each part of that does: ?(_vcl==EJeep1)--this part asks, "Is the Local Variable _vcl = to the GlobalVariable Ejeep1. Are they the same object?" Car1A=_vcl; _oldvcl=Car1A--If the above is true, then Assign Car1A, (a new Global Var name) to be equal to the localVariable _vcl. Now make the local Var _oldvcl equal to the new GlobalVar Car1A PublicVariable "Car1A"--This broadcasts that the global variable Car1A now exists and it is this particular object. Now all clients in a MP game will have that information and can use it if need be. Now the following goes in the 2nd part of the script: ?(_oldvcl==EJeep1A):EJeep1A=_vcl; _oldvcl=EJeep1A; PublicVariable "EJeep1A" ?(_oldvcl==Car1A):Car1A=_vcl; _oldvcl=Car1A; PublicVariable "Car1A" ?(_oldvcl==WHelo1A):WHelo1A=_vcl; _oldvcl=WHelo1A; PublicVariable "WHelo1A" ?(_oldvcl==EJeep1A):--is the Local Var _oldvcl the same object as the object represented by the GlobalVariable EJeep1A? EJeep1A=_vcl; _oldvcl=EJeep1A;--If so, then Reassign the local variable _vcl the same GobalVar name as before, and then do the same for _oldvcl. For some reason _oldvcl MUST be reassigned the same GlobalVar name again. And of course for each vehicle you make, you'll have to make a corresponding method of moving them according to their GV name, i.e. radio trigger, etc. whatever you're using now. I hope this helps. Â There's probably an easier way of doing it, but I didn't have much time so I just whipped this up and tested it for a few mins and it seems to work ok. You can name your vcls anything you want, and you can give the GV's any name you want, so long as it's unique and not like the one given in the mission editor.