KaRRiLLioN
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Everything posted by KaRRiLLioN
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Does it matter if my mission names have spaces in them, or do I need to enclose them in quotes?
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I made a Cap and Hold mission at that nice canyon on Malden (the west side) where each flag is on the opposing cliff. My teammate grabbed an M2A2 and drove out from NATO base to the southern cliff and grabbed the flag and then took up position near the fence there. Meanwhile, I came screaming along in my M60 and I was trying to track an enemy OH58. When I looked I saw my teammate sitting there too late. I rammed into him and sent that M2A2 almost all the way across the canyon and my M60 hurtled along behind it flipping upside down. It was a hilarious sight, these two tanks flipping over the cliff. My teammate thought that the OH58 had somehow blown him off the cliff. Another time , I was in an OH58 and two Mi24's were chasing me around trying to stop me from stealing their flag. Meanwhile one of my teammates came flying up in an AH1 to try and help me. By now me and the 2 hinds were pretty close together. My teammate couldn't slow down enough and slammed into the Hind on my left, who slammed into me, and I slammed into the other hind. 4 burning helicopters plummeted from the sky and I was laughing like crazy all the way down.
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Are you both using Windows ME?
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LOL I'd pay $50 for a mp addon with all of that in it, or even if it only added join while game in session.
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Thanks! I'll give it a shot!
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Hehe, I haven't had the pleasure of trying 20 people on my server but if I did, I think that'd be a cool mission to try is capturing the top half of Everon or something. The hard part is getting some people to take Tanks and stuff to hold the positions instead of everyone taking choppers. =)
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LURKER! Dang, haven't talked to you for a while! You'll have to swing by my server sometime. It's 209.193.133.66. That'd be sweet getting some of the AQer's and AHLer's fragging again.
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Yep larger maps can cause some issues. I've made quite a number of custom missions for all sizes. I have a mini-multiplayer campaign on my server as well for smaller groups of players who want to do some 6-8 player coop. My CTF missions go from really small islands up to much larger CTF over a bay. I haven't created anything that holds more than 24 people though. 20 players is a stretch itself because of desynch issues. Heck I've seen desynch issues occur with only 14 players before, which is kind of a pain. Another thing, if you're talking about people who host their games on the computers they play on as opposed to a dedicated server, you REALLY don't want a 20-player mission. I've tried hosting a 12 player on my home machine before and it was a slide-show for me. That's on an AthlonXP 1800+ with a GF3 Ti500 and 1.5GB ram. Dedicated servers handle this MUCH better.
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I've made quite a few cap and hold (CH) missions that are fairly large with 4 capture points. We played it with about 20 ppl and it was a blast, but the reason I haven't made one for capturing the entire island is primarily because the netcode can't handle enough people to make it work well. You'd have to have plenty of troops available to guard captured areas...probably like at least 30-40 people per team with some vehicles so the netcode would really need some work for that. It's a great idea, and I'd love to implement it, but at this point in time it's not yet feasible. Perhaps a capture half of the island one round and the other half the next round? =)
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Thanks a ton! I'll give it a shot. BTW I enjoyed playing on your server last night. I sent Hudson a few of my Cap and Hold (CH) missions that I made and a good time was had by all---well at least by me! =) Some of my CH missions have 4 control points on them and cover several towns so it was good to have about 20 ppl duking it out over the towns. I can't wait until the netcode can handle 64 players. (hint, hint BIS) =)
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1.40-Does the Lag-eject from Choppers and Planes still exist
KaRRiLLioN posted a topic in MULTIPLAYER
I'm out of town and don't have a PC I can play OF on right now, so I'm VERY curious about whether this major bug still exists. It was supposedly fixed in 1.3 but it wasn't. Many times while playing MP games with choppers, etc. players would suddenly start ejecting from them already dead for no reason. You'd just see "Player was killed" and your dead body would fall to the ground while the aircraft you were in plummeted to the ground next to you. So has this bug resurfaced in 1.4 or is it gone? -
1.40-Does the Lag-eject from Choppers and Planes still exist
KaRRiLLioN replied to KaRRiLLioN's topic in MULTIPLAYER
Did you ever participate in the 1.2x beta tests? If so, did you completely reinstall OF from scratch? I did that just to be on the safe side. Anyway, back to the topic at hand, I'm feeling somewhat relieved that this bug is gone. I sure hope it is, because I make a lot of MP coop missions and I'm trying to finish my MP mini-campaign that uses several missions with helos and it was VERY frustrating to get stuck crashing every time I'd get into a chopper. -
Can I lock certain positions on vehicles?
KaRRiLLioN posted a topic in OFP : MISSION EDITING & SCRIPTING
I've been searching this forum and I'm sure it's here somewhere but I haven't found the command yet. How does one lock ONLY the Driver and Gunner positions on vehicles, aircraft, etc. but keep the Cargo side open so that soldiers can get in the back only? Basically I'd like to lock specific positions so that players in multiplayer games cannot get into anything but their assigned position. I have some missions where I make Chopper pilots AI get out and wait on groups to get into the chopper, but if a player beats them back to the Chopper, I don't want them to be able to get in the pilot or gunner seat cause then the waypoints would be messed up. I have already tried using assignasdriver, assignasgunner, assignascargo commands, but once a player gets in, if the driver position isn't already taken then the "move to driver" option is available to them. In the official single player missions, there are many instances where I can only get in as cargo. For example the mission where Armstrong goes with the commander in the jeep in one of the first missions, the driver position is not available even though no-one else is in the jeep. I would really like to know how this is done. Thanks! -
I've created several missions with vehicle respawning. It's done by a script that detects whether the vehicle is dead, and if so it resets it to the original position and regenerates and reloads it. The only problem right now is that the clients each run the script on their individual computers so when this happens that vehicle is reset several times and will sometimes keep exploding depending up on the latency between the server and clients. Another guy and I are working on this problem to see if we can execute the script locally on the server and then set up a Public variable that will give the status of the respawned vehicle. It still works pretty well right now and is better than nothing. As for Baseraping, I create a couple of tall houses and place a Vulcan or Shilka there that way they only have LOS if an enemy copter gets behind those buildings, and it makes it harder for copters to get a lock on them until they're blasted to the ground. It works well enough right now to keep enemy copters out of the base area and it also maintains a certain "realism". I don't like to use killzones that kill enemy vehicles that enter an area. Also setting up some AI RPG, LAW, AA, etc. soldiers near the Vulcan or Shilka works well.
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Suma or other OF Developer please tell me what Nekdo is
KaRRiLLioN replied to KaRRiLLioN's topic in OFP : MISSION EDITING & SCRIPTING
I appreciate the help. I removed all references to local (leader Nekdo) and tweaked some of their triggers to simplify them a bit and now my Cap and Hold works great! Although using a script is a bit easier, I haven't found one that works without a disappearing flag bug although Backoff over at the OF Editing Center has been putting together a new one. I think now I can finally release my cap and hold missions. They've been in limbo for a while now since I couldn't get a good system working without the flags disappearing. -
Suma or other OF Developer please tell me what Nekdo is
KaRRiLLioN posted a topic in OFP : MISSION EDITING & SCRIPTING
In the source to City Conflict I have found several references to local (leader Nekdo) for example: WestHas == 1 and local (leader Nekdo) Can you clarfiy what this means? Thanks! -
Suma or other OF Developer please tell me what Nekdo is
KaRRiLLioN replied to KaRRiLLioN's topic in OFP : MISSION EDITING & SCRIPTING
Over in the other editing forum (the one in the slavic language) someone told me that Nkedo means 'Somebody' so local (leader Somebody)...hmm I wish a developer could tell me for sure. -
Suma or other OF Developer please tell me what Nekdo is
KaRRiLLioN replied to KaRRiLLioN's topic in OFP : MISSION EDITING & SCRIPTING
So Nekdo means group? In English it would read: Westhas==1 and local (leader Group) ? -
Excellent ideas. If JIP isn't possible without a huge code rewrite then these ideas will help tremendously. The only problem I see regards sending info about whether a map is CTF or DM, etc primarily because of the scripts and such that ppl use to make these missions. I've made a few missions and there really isn't a hard and fast rule for the server to know what gametype is being played since it's not a predefined type as in Q3. If it displays the name of the map (it may already do this I don't know) then the name of the map might provide a good clue as to what is being played, i.e. Co-op, CTF, DM since most mission makers put the type in the map name. Here are my requests. They may exist in 1.27 but I haven't found mention of them in the readme. 1. Ability to limit # of players on a server 2. Ability to give the server a hostname, i.e. "My Cool server" instead of seeing Dedicated Server in ASE or GSA. 3. Ability to enter commands from the server console like Q3 instead of having to actually connect with a client to do that. There are other ideas I have but these seem like they should be possible to implement. Limiting players is a BIGGIE because I can't tell you how many times I've had 20+ players connecting but there's no way in #### I can support them all. As I said these requests may already exist in 1.27. I've read the readme and haven't seen anything about them though so if any of you know better please inform me. Thanks!
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BIS please follow Valve's example. When HL was released the netcode was piss-poor and you couldn't even use vehicles in the game because they'd jump all over the place. Valve however improved the netcode and has milked HL for a LOT of money. So you see, you aren't wasting time by working only on OFP. With a solid multiplayer component it can be a highly popular game for years to come. JIP for CTF, DM and team vs. team games really should be available. It's a vital MP component. The gameplay is virtually perfect and even Team Fortress 2 won't be able to hold a candle to this game if you get the JIP much like most of the other games out there. PLEASE, PLEASE consider this! I love this game too much to see it relegated to the junk heap so soon simply because the MP doesn't allow for JIP. Thanks!
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Joining while a game is in progress is absolutely VITAL to OFP MP. I've run tons of dedicated servers and that's the only thing that keeps me from running one for OFP. See, I and many other dedicated server ops have access to T-1's and up so the bandwidth isn't a problem from the server side. Even if it is a problem with the client, there are things that you don't have to update immediately when a person joins. It needs to be done incrementally. First they choose a side, and then are placed in the game. After that soldier positions are updated, then vehicles, etc and bullet positions are updated last primarily because they change the most. Just ease the player into the game. This will work. There's no need to immediately update everything on the map because there will be a number of things that they can't immediately see. OFP does have a much grander size map with more stuff available but BIS must try this or it won't last. I refuse to join games in progress and wait in the waiting room. Rather I start my own games and play them. Unfortunately running a game from my own machine lags it more than neccessary but I can't just set up a dedicated server because when only one person joins they have to wait forever for someone else to join and then the game starts and anyone else joining can't playing immediately until the current game is over. Anyway I will continue to put up with the aggravatingly long time it takes to set up a game of OFP and pray for your willingness and success at making this game what it truly could be...the king of all games. Thanks!