KaRRiLLioN
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Everything posted by KaRRiLLioN
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Well right now i'm trying to see if I can get BIS to change a couple of commands so they work like before. If they do then that'll cut WAY down on the work I'll have to do. I'm also still busy with remodeling my bathroom. I replaced a load-bearing wall with an attic beam, now I'm taking a sledghammer to the tiles on the walls. =)
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Well right now i'm trying to see if I can get BIS to change a couple of commands so they work like before. If they do then that'll cut WAY down on the work I'll have to do. I'm also still busy with remodeling my bathroom. I replaced a load-bearing wall with an attic beam, now I'm taking a sledghammer to the tiles on the walls. =)
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Scripting command changes in resistance?
KaRRiLLioN posted a topic in OFP : MISSION EDITING & SCRIPTING
I've figured out that NearestObject is no longer operating the same way. Are there many other changes? I'd like to start fixing all of my missions so that when the general populace gets finally gets upgraded, I can have my missions working on the server. =) Will an updated COMREF be posted soon? Thanks, and the new island is a true work of art! -
Scripting command changes in resistance?
KaRRiLLioN replied to KaRRiLLioN's topic in OFP : MISSION EDITING & SCRIPTING
Chris, that's a very good point, especially for using objects already placed. Here's a copy of what I posted on the OFPEC forums regarding how I'm trying to use NearestObject: Argh this NearestObject change has SCREWED up some of my missions. Sefe, I'm using some code that you helped me with for a vehicle respawn script, but I've altered it so that you can use it with the new way the NearestObject command works. With the old method it was much easier just to loop through some arrays, but for some reason now, the CountType doesn't seem to be working in this portion of the script that detects what kind of vehicle you're standing next to. This script is used so that when you activate the action, it looks for a vehicle that is in front of you within 15 feet and then gives you the option to repair it. But for some reason even though it seems to detect the vehicle, it won't match it to the proper "type" string. Any ideas? _unit is the player, _list1 would be like ["M1Abrams",50,500,"M60",30,200] where you have the type, the time it will take to repair and the cost to repair. BTW this portion of the script came from a building repair script, but it operates identically. _unitpos=Getpos _unit _unitdir=Getdir _unit _dir=GetDir _actionunit _buildingpos=[(_unitpos select 0) + ((sin _unitDir) * 15), (_unitpos select 1) + ((cos _unitDir) * 15),(_unitpos select 2)] _building=NearestObject _buildingpos _i = 0 #Loop ? (_i > (Count _list1)) : Goto "Skip" _Buildingtype = _list1 Select _i _typename = _list2 Select _i _VehicleTypeDoesMatch = ((_Buildingtype CountType _this) == 1) _msg=Format["%1,%2,%3,%4",_buildingtype,_typename,_building,_VehicleTypeDoesMatch]; Hint _msg ~1 ? _VehicleTypeDoesMatch : _type = _Buildingtype ? _VehicleTypeDoesMatch : Goto "Found" _i = _i + 3 Goto "Loop" #Found ?(!Isnull _building):Goto "Continue" Goto "Skip" #Continue ?(_unit Distance _building<15):Goto "BuildingFound" #Skip _x=_x+3 ?(_x>=_countlist):Hint "You must be within 15 feet of a Building to log in."; Goto "End" Goto "SearchLoop" -
Yep kinda stinks to end that way. I hopped in my UAZG and took off until I was just within satchel range, blew them and then took off again. Didn't work. Still the cutscene. Why would Victor, a somewhat knowledgeable commander run across country like that instead of maybe hugging the coastline and getting the flock outta there? I was also kind of disappointed at the airport part. I mean at the end scene it shows a lot more airpower there and in a different formation. It was kind of silly that a T55 could penetrate all of those enemy T80's and such to get there. I was hoping at the final cutscene Geronimo would come barreling over the hill with some tanks to save the day. Alas, that was not in the cards for poor Victor. I understand war is hell, but can't we have a good ending? where Liz survives and she and Victor settle down to have a few kids? Dammit! I'm an American where most movies have a happy ending!! Give us a happy ending and let us have our illusions! *sniffs*
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OK, I haven't messed with the Res dedicated yet, but I know in the regular opflash dedicated (1.49) you can point to a master server, correct? So can't you point the 1.75 dedi to ASE's master server? Or is it hardcoded? I think it's kinda dumb not to allow us to point at multiple master servers, if this is the case. Also, doesn't Resistance use a new port? Is there a way to look for the new specific port using a filter? That might bring up a lot of Res servers. I'm not really up to date on how to make a ASE filter, but if it's flexible, then you could point it to the new port 2201 or 2235, something like that. Well this'd work unless the dedi's port is changed. Ah well. Damn.
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Well the main thing is not to get out of control in the first place. If you go down hills slowly then you won't have an issue. Once you start moving 100kph down a steep hill, though, you're going to have problems braking. Just keep the brakes on while you're going down a hill and it'll work just fine without flying out of control.
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Well the main thing is not to get out of control in the first place. If you go down hills slowly then you won't have an issue. Once you start moving 100kph down a steep hill, though, you're going to have problems braking. Just keep the brakes on while you're going down a hill and it'll work just fine without flying out of control.
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Feature=_this Select 0 StatusofFeature=_this Select 1 ActiontoTake=_this Select 2 #Start ~1 ?(Alive Player):Goto "Complain" ?Not(Alive Player):Exit #Complain titletext[Format["Damn BIS I can't believe that %1 was %2! Â They'd better %3 or they'll lose all of us!!"],Feature,StatusofFeature,ActiontoTake],"PLAIN"] Goto "Start" Such is the nature of things. =) I use ASE or hosts.txt. Â I dislike in-game browsers for the most part. Â Can't really say why. Â I just do. Â They give me that "ucky" feeling. =o)
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I can put in the lasers, that's not a problem. I forgot to put them in the ammo scripts. My question though--is there an easy way to lock on to the laser target? A friend and I messed around with a coop mission that I was working on where there are 3 Boats and you have to LGB them. He would lase them, but I had a heck of a time locking on to the laser. I finally had to get him to aim away from the targets so I could tell which target was the laser. Otherwise, the red blips from the boats pretty much kept me from getting a lock. Once I had a lock, all of the bombs homed right in on the target. I may add SU's with LGB's to even things out. At least in resistance the Soviets get a really cool V80 chopper. Man, those things have some serious firepower, and they're pretty manueverable.
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I can put in the lasers, that's not a problem. I forgot to put them in the ammo scripts. My question though--is there an easy way to lock on to the laser target? A friend and I messed around with a coop mission that I was working on where there are 3 Boats and you have to LGB them. He would lase them, but I had a heck of a time locking on to the laser. I finally had to get him to aim away from the targets so I could tell which target was the laser. Otherwise, the red blips from the boats pretty much kept me from getting a lock. Once I had a lock, all of the bombs homed right in on the target. I may add SU's with LGB's to even things out. At least in resistance the Soviets get a really cool V80 chopper. Man, those things have some serious firepower, and they're pretty manueverable.
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Well I've thought of adding a third team, and since in Resistance the R's have their own tanks and such like the T80R, the T72R and a few others so it would be possible. I would highly recommend not going any higher than 2-3 players per team though, especially if you like to build 5 tank squads and have them go all out. That will lag a server badly, unless the new netcode and such is much improved. I gave thought to LST's so you could load them up and have them drop items off at other islands, but honestly, who is going to take the time to do that? Unless I really slow down the building of choppers and such, all everyone will do is just research the choppers as fast as they can and then walk around waiting for the research to finish. Hardly anyone builds up a tank army and marches on the enemy. I will probably give CH47's and Mi17's the ability to transport vehicles, but I haven't decided yet. One thing about building on other islands too, the minute you got within 200 meters of the island, if you were going to drop off some tanks, you'd probably get shot down since most of the islands are so small. Also, I understand the debate about planes and choppers, but I would like to keep this thread a bit more RTS2 specific so ppl don't have to wade through a bunch of irrelevant stuff in order to get to the info they need about releases and ideas players have. Thanks!
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Well I've thought of adding a third team, and since in Resistance the R's have their own tanks and such like the T80R, the T72R and a few others so it would be possible. I would highly recommend not going any higher than 2-3 players per team though, especially if you like to build 5 tank squads and have them go all out. That will lag a server badly, unless the new netcode and such is much improved. I gave thought to LST's so you could load them up and have them drop items off at other islands, but honestly, who is going to take the time to do that? Unless I really slow down the building of choppers and such, all everyone will do is just research the choppers as fast as they can and then walk around waiting for the research to finish. Hardly anyone builds up a tank army and marches on the enemy. I will probably give CH47's and Mi17's the ability to transport vehicles, but I haven't decided yet. One thing about building on other islands too, the minute you got within 200 meters of the island, if you were going to drop off some tanks, you'd probably get shot down since most of the islands are so small. Also, I understand the debate about planes and choppers, but I would like to keep this thread a bit more RTS2 specific so ppl don't have to wade through a bunch of irrelevant stuff in order to get to the info they need about releases and ideas players have. Thanks!
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The new terrain detail is amazing and wonderful....twould be a shame for it not to appear in MP. I'm going out of town for a few days so I can't test out MP with Resistance yet. Ah well, more ppl should have it by then and I have a LOT of missions that will probably need reworking now with all of the scripting changes they made.
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I'm having issues with NearestObject. First I tried _building=NearestObject Getpos _unit And it selected the _unit as the nearest object. So I got a bit more complex: _unitpos=Getpos _unit _unitdir=Getdir _unit _dir=GetDir _actionunit _buildingpos=[(_unitpos select 0) + ((sin _unitDir) * 15), (_unitpos select 1) + ((cos _unitDir) * 15),(_unitpos select 2)] _building=NearestObject _buildingpos _i = 0 #Loop ? (_i > (Count _list1)) : Goto "Skip" _Buildingtype = _list1 Select _i _typename = _list2 Select _i _VehicleTypeDoesMatch = ((_Buildingtype CountType _this) == 1) _msg=Format["%1,%2,%3,%4",_buildingtype,_typename,_building,_VehicleTypeDoesMatch]; Hint _msg ~1 ? _VehicleTypeDoesMatch : _type = _Buildingtype ? _VehicleTypeDoesMatch : Goto "Found" _i = _i + 3 Goto "Loop" Now, for example I'll get next to a Truckv3SCivil (or whatever the type is exactly) and the debug will display a NOID V3S but it won't match it with the _type even though in the debug it shows up as the correct type. Is there some new method of determining vehicle type now? Using the CountType method just keeps coming up false.
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Dare I tell you? #login password
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Do you have any list of the changes made to some commands, i.e. NearestObject? BTW thanks for the new list!
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What did you use for a ramp?
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I think it's time the FAQ underwent a name change to show its true informational value: The Operation Flashpoint Encyclopedia
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Ahh, so that's what that button does. Hehe, I pressed it and never saw anything different appear. I'll have to give that idea a try though. If so, the command might be more useful since you don't have to know the "type" in advance.
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Scripting command changes in resistance?
KaRRiLLioN replied to KaRRiLLioN's topic in OFP : MISSION EDITING & SCRIPTING
Well when I use it like _vcl=NearestObject [Obj,"type"] then it says something to the effect of "Got object, expected number" So I'm thinking that it may be looking for a distance from a unit or something extra instead. I haven't had a chance to play around with it yet though. -
Can you tell me what has changed with NearestOBject? When I use it the way I used it in regular opflash it says Got object, expected number. Does this mean that instead of doing this: _vcl=NearestObject [_unit,_type] We'll do something like this: _vcl=NearestOBject [_unit,20] ?
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UPDATE: --Fixed an issue where the Squad markers weren't showing up in the correct place because the position was being set on server only --Tank Squad AI will now travel long distances in a Staggered Column, and if you order them to move to position when they are within 100 meters of the destination, they will go into LINE formation. --tweaked some other small things Get it at the usual URL: http://www.aggression.org/karr/rts2.zip And the instructions: http://www.aggression.org/karr/rts2_instructions.htm
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UPDATE: --Fixed an issue where the Squad markers weren't showing up in the correct place because the position was being set on server only --Tank Squad AI will now travel long distances in a Staggered Column, and if you order them to move to position when they are within 100 meters of the destination, they will go into LINE formation. --tweaked some other small things Get it at the usual URL: http://www.aggression.org/karr/rts2.zip And the instructions: http://www.aggression.org/karr/rts2_instructions.htm
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I have no control over that. Just because someone makes a crappy addon that crashes the server doesn't mean I can do anything about it. I've found the Dynamic Sound Pack has been the primary culprit from all of the trouble reports. If you look in other posts on the forum you'll see where anything that modifies the config.bin increases the likeliness of crashes. Just make sure that anyone playing on your server does NOT have the dynamic sound pack installed. Other addons probably dont have the same effect, but DEFINITELY the Dynamic Sound Pack will crash the server with Jeep Horn errors and other strange stuff because it's trying to modify some sounds in the game I suppose.