Jump to content

KaRRiLLioN

Member
  • Content Count

    1198
  • Joined

  • Last visited

  • Medals

Everything posted by KaRRiLLioN

  1. KaRRiLLioN

    Rts 2 available for download

    Thanks! This happened when you were building an M2A2 at the Tank Factory? I'll check it out to make sure the correct type is being used.
  2. KaRRiLLioN

    Rts 2 available for download

    Russin please, give me the exact errors you're getting or I can't do anything about it. Also tell me exactly what you were doing when it crashed.
  3. KaRRiLLioN

    Rts 2 available for download

    Russin please, give me the exact errors you're getting or I can't do anything about it. Also tell me exactly what you were doing when it crashed.
  4. KaRRiLLioN

    Rts 2 available for download

    UPDATE: I have now added Armored Assault Squads to the list of things you can build. Here's a neat trick, but use this at your own risk because we encountered a client crash (well several) with it last night. After you create a Tank Squad, then hop in the lead tank as commander. Then switch to driver. Now where ever you drive the entire squad will follow you. If you are the team commander and are doing this, you can press 0-0-2 (NATO) or 0-0-4 (SOVIETS) to drop a waypoint and if you have other tank squads built, they will follow you each time you drop a waypoint. The crashbug we encountered seems to be if you try to get out of the tank, then you immediately crash to desktop. this happened to 3 of us. If you stay in, however, you might be ok. I recommend that you don't get in the tanks, rather the commander can grab his own tank and drive ahead. By dropping waypoints, the other tanks will follow. I've inluced an instructions.txt file with full instructions. Also go to this page: http://www.aggression.org/karr/rts2_instructions.htm this contain complete instructions and pictures of the base buildings. Enjoy!
  5. KaRRiLLioN

    Rts 2 available for download

    UPDATE: I have now added Armored Assault Squads to the list of things you can build. Here's a neat trick, but use this at your own risk because we encountered a client crash (well several) with it last night. After you create a Tank Squad, then hop in the lead tank as commander. Then switch to driver. Now where ever you drive the entire squad will follow you. If you are the team commander and are doing this, you can press 0-0-2 (NATO) or 0-0-4 (SOVIETS) to drop a waypoint and if you have other tank squads built, they will follow you each time you drop a waypoint. The crashbug we encountered seems to be if you try to get out of the tank, then you immediately crash to desktop. this happened to 3 of us. If you stay in, however, you might be ok. I recommend that you don't get in the tanks, rather the commander can grab his own tank and drive ahead. By dropping waypoints, the other tanks will follow. I've inluced an instructions.txt file with full instructions. Also go to this page: http://www.aggression.org/karr/rts2_instructions.htm this contain complete instructions and pictures of the base buildings. Enjoy!
  6. KaRRiLLioN

    Rts 2 available for download

    UPDATE: There are now available to each team an independent squad of Shilkas/Vulcans that are buildable at the Barracks. This way you don't have to take a chance of crashing by building your own controllable AI. Before you train them, you'll need to set their area by using a radio command. For NATO it's 0-0-1 and for SOVIETS it's 0-0-2 This will set a marker on the map and the AI will go to it. You can also change the position of the marker and the AI will drive over to it. I would not recommend building TOO many of these units or the server might get overloaded. Only the team commander from NATO/Soviet can build these units and control them. Right now I'm working on better methods of control. And I hope to add Tank squads to the mix so that you can have some really nice all out wars. The addition of the AA squads will at least help to keep teams from simply spamming a trillion missiles with choppers at each others bases unless they have a decent ground assault that can take out the shilkas/vulcans. BTW the cost is $1700 per squad. Download the updated version at this link (same as usual): http://www.aggression.org/karr/rts2.zip
  7. KaRRiLLioN

    Rts 2 available for download

    UPDATE: There are now available to each team an independent squad of Shilkas/Vulcans that are buildable at the Barracks. This way you don't have to take a chance of crashing by building your own controllable AI. Before you train them, you'll need to set their area by using a radio command. For NATO it's 0-0-1 and for SOVIETS it's 0-0-2 This will set a marker on the map and the AI will go to it. You can also change the position of the marker and the AI will drive over to it. I would not recommend building TOO many of these units or the server might get overloaded. Only the team commander from NATO/Soviet can build these units and control them. Right now I'm working on better methods of control. And I hope to add Tank squads to the mix so that you can have some really nice all out wars. The addition of the AA squads will at least help to keep teams from simply spamming a trillion missiles with choppers at each others bases unless they have a decent ground assault that can take out the shilkas/vulcans. BTW the cost is $1700 per squad. Download the updated version at this link (same as usual): http://www.aggression.org/karr/rts2.zip
  8. KaRRiLLioN

    Vehicule respawn?

    Download this script: http://www.aggression.org/karr/vrs.zip Place the script in your mission directory For every vehicle that you want to respawn, go into the mission editor, create the vehicle, then in the Initialization field, put this: [this]exec "vrs.sqs" Then copy and paste that vehicle, and change it to whatever kind of vehicle you want. Don't use this script in a trigger, or else your vehicle will respawn where it died. BTW this script will not work with unofficial addons UNLESS you go into the script and add the vehicles TYPE to one of the lists in the script.
  9. Well, I've been using AddActions to execute the script, so the script is run only on the client that executes it. I have also tried it running Server-side only. You must run it on only one PC or else you'll get multiple units created, since every client would run the script and thus each client would create a unit. That could be a mess.
  10. I have been working on creating independent squads of AI soldiers and have been encountering some very strange problems. I placed 3 West soldiers and 3 East soldiers on the map in the mission area and then named the groups as follows: WG1=Group WG1_soldier WG2=Group WG2_soldier WG3=Group WG3_soldier And so forth. Then I used the create unit command as follows in the bit of script I placed. The strange thing is when I create the units, they appear just fine by using one of the groups, and when I test this on my computer it works great. But once I do it on a dedicated server, it no longer works. It is as if the game does not recognize the groups, even though the soldiers are created. I have tried using _ai=(Group WG2 Select 0) and so forth , but the game gives me a zero divisor error. I tried also to make the soldiers first join my group, then assigned them to another group. This also did not work. It is as if the soldiers are dead to the game. Here's a bit of the code I'm using. Is there something obvious I'm missing? I'm using 1.46 client, 1.49 dedicated server. _init="" _skill=1 _rank="Corporal" ?(_buildingSide==WEST):_group=WG3; _group2=WG2 ?(_buildingSide==EAST):_group=EG3; _group2=EG2 ?(_buildingSide==WEST):_armortype ="Vulcan" ?(_buildingSide==EAST):_armortype ="ZSU" _countai=4 _b=0 #AILoop _armor=_armortype CreateVehicle _aipos ~1 _type CreateUnit [_aipos,_group,_init,_skill,_rank] _type CreateUnit [_aipos,_group,_init,_skill,_rank] _newunit1=(Units _group Select 1) _newunit2=(Units _group Select 2) [_newunit1,_newunit2] JOIN _group2 _newunit1 MoveInDriver _armor _newunit2 MoveInGunner _armor _newunit1 SetCombatMode "YELLOW" _newunit1 SetBehaviour "AWARE" _newunit2 SetCombatMode "YELLOW" _newunit2 SetBehaviour "AWARE" ArmorList=ArmorList+[_armor] _msg=Format["%1,%2,%3,%4",_b,Count Units _group,_newunit1,_newunit2]; Hint _msg ~1 _b=_b+1 ?(_b>=_countai):Goto "Finish" Goto "AILoop" #Finish When it gets to the _newunit1=(Units _group Select 1) _newunit2=(Units _group Select 2) I start getting the error of 0 divisor, and my debug msg starts showing up null. It seems to partially work, but it's like it doesn't assign them to the group properly. ARGH!! Any advice is much appreciated!
  11. KaRRiLLioN

    Rts 2 available for download

    What is the name of the missing script? Also, I have been testing this mission a lot, and several servers are running it, and none of them have had any crashes with this error. When you were talking about the description.ext are you saying you need it for another mission you're making, or are you saying you wanted to put a timelimit on this mission? I may add some radio commands that allow you to increase/decrease the timelimit.
  12. KaRRiLLioN

    Rts 2 available for download

    What is the name of the missing script? Also, I have been testing this mission a lot, and several servers are running it, and none of them have had any crashes with this error. When you were talking about the description.ext are you saying you need it for another mission you're making, or are you saying you wanted to put a timelimit on this mission? I may add some radio commands that allow you to increase/decrease the timelimit.
  13. Some of those local vars are defined earlier in the script, but I know they are defined correctly because the new AI soldiers appear exactly as they should, even on the dedicated server, but then when I try to select them from the _group, the game acts as though the server isn't there. I have also tried defining the group names in init.sqs, but that doesn't work either. When I do this on my local PC, then it works flawlessly, so something is not being communicated to my PC by the server on a dedicated server is my guess.
  14. KaRRiLLioN

    Rts 2 available for download

    That's strange, I'm not using any unofficial addons at all. Do you have any unofficial addons on your server? Also, did it crash immediately, or did this happen when you were playing it?
  15. KaRRiLLioN

    Rts 2 available for download

    That's strange, I'm not using any unofficial addons at all. Do you have any unofficial addons on your server? Also, did it crash immediately, or did this happen when you were playing it?
  16. KaRRiLLioN

    Rts 2 available for download

    UPDATE: I have it now so that teams will start in 1 of 11 random starting points, rather than the start positions being the same everytime. I also made the team spawn automatically locate to whereever the Command HQ is built. If you don't build a command HQ then you will end up respawning in the middle of nowhere. The Construction Jeep can now repair buildings. It can also build ammo crates. Each person will have to load the ammocrates for themselves since the game doesn't seem to push the loaded info out to the server. Each person has an option on their Action menu to LOAD AMMO which will load ammo into pretty much anything that has cargo space for it. All Buildings are now built in front of the Mobile Base and their direction is facing the Mobile base. This seems to make it easier to see where you're building stuff. The Lead Commanders of each team now has the ability to decrease or increase the AI Limit at their Command HQ. This way if there's only a couple of ppl playing, you can up the AI limit to 11. Other minor stuff. Coming soon: I'm still working on independent squads of soldiers that can be created so you can create a small army of AI that aren't connected to you. I'll also have it so that the lead commander can drop a waypoint so they'll go there. I hope to have this working soon. I don't know if independent AI will crash players or not, but it'll be interesting to see. =)
  17. KaRRiLLioN

    Rts 2 available for download

    UPDATE: I have it now so that teams will start in 1 of 11 random starting points, rather than the start positions being the same everytime. I also made the team spawn automatically locate to whereever the Command HQ is built. If you don't build a command HQ then you will end up respawning in the middle of nowhere. The Construction Jeep can now repair buildings. It can also build ammo crates. Each person will have to load the ammocrates for themselves since the game doesn't seem to push the loaded info out to the server. Each person has an option on their Action menu to LOAD AMMO which will load ammo into pretty much anything that has cargo space for it. All Buildings are now built in front of the Mobile Base and their direction is facing the Mobile base. This seems to make it easier to see where you're building stuff. The Lead Commanders of each team now has the ability to decrease or increase the AI Limit at their Command HQ. This way if there's only a couple of ppl playing, you can up the AI limit to 11. Other minor stuff. Coming soon: I'm still working on independent squads of soldiers that can be created so you can create a small army of AI that aren't connected to you. I'll also have it so that the lead commander can drop a waypoint so they'll go there. I hope to have this working soon. I don't know if independent AI will crash players or not, but it'll be interesting to see. =)
  18. KaRRiLLioN

    Rts 2 available for download

    Since the AI under players control seems to be a crash issue, I'm working on making it so the team leader can train independent squads of soldiers and mechanized infantry that will guard the base. So far I have it so that the leader can create them and position them, but I've run into problems with it working on dedicated servers. For some reason it doesn't always recognize the group name of the independent AI even though I have "placeholder" AI on the map with a group name assigned. If I can get that then it'll at least be a good fix until the Ai crash issue is resolved, hopefully in the next patch. With onnly a couple of ppl playing, the AI doesn't seem to crash at least.
  19. KaRRiLLioN

    Rts 2 available for download

    Since the AI under players control seems to be a crash issue, I'm working on making it so the team leader can train independent squads of soldiers and mechanized infantry that will guard the base. So far I have it so that the leader can create them and position them, but I've run into problems with it working on dedicated servers. For some reason it doesn't always recognize the group name of the independent AI even though I have "placeholder" AI on the map with a group name assigned. If I can get that then it'll at least be a good fix until the Ai crash issue is resolved, hopefully in the next patch. With onnly a couple of ppl playing, the AI doesn't seem to crash at least.
  20. KaRRiLLioN

    Rts 2 available for download

    RTS=Real Time Strategy like Command and Conquer. You build your base with a mobile base unit and then you can build vehicles from the different factories and train soldiers, then you go forth and destroy the enemy base.
  21. KaRRiLLioN

    Rts 2 available for download

    RTS=Real Time Strategy like Command and Conquer. You build your base with a mobile base unit and then you can build vehicles from the different factories and train soldiers, then you go forth and destroy the enemy base.
  22. KaRRiLLioN

    Rts 2 available for download

    Yep it's an aggravating bug because it's really cool to get up some major wars. After a lot of playing on this mission with up to 35 players and with the AI Soldiers disabled, I can say that the mission runs great without them. I have it so team leaders can increase or decrease the limit in the game, but I think the more players that you have, the likelier it is that the AI will crash it.
  23. KaRRiLLioN

    Rts 2 available for download

    Yep it's an aggravating bug because it's really cool to get up some major wars. After a lot of playing on this mission with up to 35 players and with the AI Soldiers disabled, I can say that the mission runs great without them. I have it so team leaders can increase or decrease the limit in the game, but I think the more players that you have, the likelier it is that the AI will crash it.
  24. KaRRiLLioN

    1st time..be gentle...

    And I was just about to point that thread out. =) Glad you like the mission! There are 4 different RTS missions floating around out there. RTS_CH Build and Conquer (cap and hold with rts) RTS_CH Land War (cap and hold with rts) RTS_TW_Everon War (really big territory war) And my latest beta build of RTS2_Build And Conquer-Everon (pure RTS no territory control) None of them require any addons whatsoever. Unfortunately I've been a baaaad boy and not put in readme's with most of those, but when I next update them, I will. =)
  25. KaRRiLLioN

    Rts 2 available for download

    Yep, well it's a trick trying to make the mission fun and playable. There are definitely 2 trains of thought on this subject. Some players hate to have to learn anything or use strategy, so when they have to wait to upgrade to the gunship choppers all they do is complain and stand around when they could at the very least help build up a defense. Some players love the micromanagement. Those are the ones who want to drive the recycle truck around and gather all the destroyed vehicles (in the original RTS). I'll probably come out with RTS lite after I get this one done. Then there'll be 2 versions...hardcore and lite. =)
×