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KaRRiLLioN

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Everything posted by KaRRiLLioN

  1. KaRRiLLioN

    Rts-3 1.4 released

    RTS-3 1.41 is now released. You can get the missions here: ftp://www.gamezone.cz/ofpd/karr/RTS3_141.zip My FTP Mirror I'd recommend getting OFPWatch to download and install all addons for the mod, especially since my website is down  Get it here: http://www.binarybone.com/ofpwatch/ After you get OFPWatch, use my server address for the one to get addons from:  209.193.133.66 New Website: http://ofp.info/karrillion I've made a large number of changes to gameplay and bugfixes since version 1.0, and the addon packs have changed considerably. 1.41 Fixes -Fixed bug in respawn where players would appear at their Command HQ before hitting Deploy button -Fixed bug where if player died during Outro, the Re-deploy dialog would come up -In SP and Coop, AI squad leaders now aggressively capture territories 1.4 Changes: Economy -   The economy has been retooled for balance.  Every 60 seconds each team member earns money based on the number of territories they hold, and their individual score.  Each territory can be configured to be worth a certain amount, but for now they're all worth $25.  So if your team holds 4 territories, then it's 5*25 every 60 seconds.  Also, your score is multiplied times the number of territories your team holds to give you a bonus.  Each time your team captures a territory, each player on the team is awarded 2 points. Research -   There is now Advanced Tank Research, so each team starts out with basic tanks rather than main battle tanks.  Research must be completed in a certain order. Building the base -   All buildings must now be built within a 500m radius of the Command HQ.  This prevents the hiding of certain base buildings across the map which can uneccessarily prolong a game. Respawn -   Respawn in RTS has always been too fast, so now when you perish, you are given a loadout screen and then the choice of which base building to respawn at.  There is a timer that delays your respawn. Addons -   The addon packs have been retooled and many unessecary addons were cut out.  The DKM T12UM was added as was the M1A2 by Sigma to add some more depth to the line of tanks available for each team.  The WWII pack has several new additions and there's a large variety of tanks available.  The SAM sites have been redone.  No longer can they be used for destroying bases and tanks.  They now only have AA missiles which can be shot in a volley at fast-moving aircraft.  You can shoot tanks and other land vehicles with them, but it'll take a lot of shots to do any damage. Menus -   Most of the menus have been reworked to allow for quicker selections. Optimizations -   I went through almost every script and optimized them by removing uneeded code, and by adding longer pause times where I could.  RTS will still lag if each team has a lot of AI running around shooting stuff up, but I've put in a lot of cleanup code to help keep the landscape from being littered with too many bodies.  Also, if vehicles sit around without being recycled for too long, they'll be deleted. RTS-3 still has WWII, Vietnam, and Modern versions.  There are also "lite" versions of modern which have almost no addons.  Only the RTS3 Core addons are required for those versions.  I also included a version of Mini-RTS which was an idea one of the players on my server came up with.  It's basically RTS based in a very small area so it leads to some very intense battles.  I also changed the territory configurations around on most islands so as to create more strategic bottlenecks, etc rather than spreading all of the territories over the entire islands.  Most of the players agree that it brings more meaning to capturing territories with all of the changes made now. RTS is playable in Multiplayer up to 24 players, Coop up to 12 players vs. AI, and Single player - you as the commander of AI squadunits, or you as a squadmember with an AI commander. Heres the list of the types of RTS and the islands upon which they are available: Modern Addons versions (BootCamp Modern Addon pack, Island pack, Auxilary pack, RTS3 Core Addons required) Ackropolis Ackropolis mini-RTS (much smaller territory to fight over) Everon Malden Kolgujev Nogova Sarugao Bears Lahta WWII Versions (Bootcamp WWII pack, Island pack, Auxilary pack, RTS3 Core addons required) Ackropolis WWII Cuba WWII Everon WWII Skye Island WWII Non-Addons (addons-lite) versions (RTS3 Core Addons only) Ackropolis (this version needs the Island and Auxilary packs Everon Nogova Vietnam Versions (RTS3 Core addons, SEB Nam Pack 2) Sarugao Ia Drang Valley Enjoy!
  2. KaRRiLLioN

    Rts-3 released

    RTS-3 (Real Time Strategy) is now available for download.  This takes lessons I learned from RTS-1 and 2 and takes it a step further in some ways, and also makes extensive use of dialogs to simplify the interface that had grown so cumbersome with the 50-item action menus. BTW, there is an addons-free version of RTS3 so if you do NOT want to download addons, then don't get the versions with @ in the mission name. UPDATED file 09-Sepetember-2003 RTS-3 BETA 5g is now available and requires an addons pack.  There are now 8 missions in the RTS-3 Mission pack.  This includes Single Player functionality and you can play it COOP as well. Beta 5g is Addons only.  Beta 4c versions which require NO addons are included in the pack.  There are Vietnam RTS versions, and also new lite versions of RTS with mainly ground units and fewer air units.  See my last post about more changes in this version of RTS3.  There are 14 RTS-3 missions now on 9 different islands. Get all Addons and missions here: http://www.aggression.org/karr.html Instructions: Unzip all addons to your Operation Flashpoint\Addons directory. If you already have some of the following addons, then you may not need the pack. Here's the addons: DKM OV-10 Bronco - http://www.dkm-mod.mkdi.net/ DKM M109 ADATS DKM 26M Tunguska BAS Littlebirds - http://www.concept-5.com/ballistic quakergamer M109A6 Paladin Version 2 - http://www.roughnecks.org/opgwc/default.asp PSC - Dragonfly Hit_sqd_Charlie (@ck*knowledge) Ackropolis Island - http://hitsqd.net/ Phaeden USMC - Phaeden's Island KLR 250 Motorcycle by SelectThis - (individual dload available at http://www.aggression.org/karr/klr.zip ) What's new: -All new dialog interface for all buildings -Each building has only 1 action on the action menu instead of 5 to 30 (depending on the bldg) -You no longer have to Login to buildings. I now have an autologin script that detects all new buildings and automatically adds the appropriate actions to it.  I left the Login option available on the Mission Control screen just in case lag or something causes a player to not get the necessary info to add the menu option to a building.  This also applies to Ammo crates, and the Mi17 and CH47, both of which can recycle vehicles. -The new Command HQ interface allows the easy changing of settings by entering a number, instead of clicking an Increase/Decrease button (like the old method of increasing the AI limit) -New ammo crate dialog that allows you to easily change your loadout, create custom loadouts, and quickly equip custom loadouts.  You can also load your custom loadouts into the ammo crate for your AI to easily re-arm. -New Mission Control dialog   Now tracks your research and shows a timer   Tracks your vehicles in progress for the Aircraft and Tank factory complete with timers.   Shows all soldiers under your command along with a soldier cam so you can track them easily.   Shows the current score and status of the game -New Factory dialogs show pictures and much better descriptions of all vehicles available for construction. -Construction Jeep now has a dialog as well for building Auxilary units. -Random start positioning has been improved -New buildings for Soviets and NATO have replaced some of the old ones (I'm still deciding on some of them) -All of Nogova is covered with Territory to capture The territory capture works like this:  Whichever team has the most units on a territory (within a certain zone) can take control away from the enemy.  You do not take flags in this, rather you must occupy the territory space for a certain time period in order to take control.  In order to help a conquering team, they receive a squad of reinforcements on each territory they capture, along with some resupply vehicles.  That way it should be easier to hold onto territory once you cap it. -Lag improvements I was able to use the dialogs to help me remove almost 50 scripts and use only 1 in their place.  In RTS2 I had to use 1 script for each vehicle, plus another script to build it.  Each base building had its own script as well, so that added up to a large number of scripts.  I managed to use just 1 script now to replace all of that, and I've reduced the number of scripts running in the background as well.  Most testers have reported that the mission runs much more smoothly now, even with heavy fighting.  Creating a lot of AI will still cause some issues, of course if you have several human players with 12 AI in their group. -Improved worker actions. Sometimes in RTS2 they would run for the hills and disappear.  I think I fixed that in RTS3.  Maybe they just weren't confident in their leader....I don't know. =) Additions since original release -New Radar Dish -  This structure that helps to fend off enemy air attacks by increasing the AA capabilities of the base and gives early detection to the base. -CH47-D and Mi17 are able to carry  3 vehicles (excluding the MCU and other air units.)  Each is loaded and unloaded individually.  If you load them up while fully manned, then the AI units will get out of the vehicle, get into the chopper, and when unloaded will get out of the chopper and into their vehicles. -Dynamic Commander assignment:  Basically this monitors the commanders for each team.  If one loses connection then it will automatically assign another team member the commander abilities.  Commanders can also manually assign someone else the duties. -Money Giving:  You can give teammates money to help them out of a pinch.
  3. I've been searching for this object name, but I don't even know what it would be called. I searched the objects pics list at armaholics but didn't see it. Bascially, what's the object class name for the divot or pile of dirt/rocks that a chopper makes when it crashes?
  4. I'm still having no luck with mine. Server 2008 R2 has a firewall but I turned it all off so I don't think it could be causing the issue. If I click Remote and put in the server IP then the ping comes up just fine. In the regular browser it still shows 2500. This is bizarre.
  5. Unfortunately I don't have access to a linux server. Do you? Can you try that ping to 66.239.221.141 for me? I just tried using a beta server but no luck. Thanks!
  6. Same issue here. Server 2008 R2 Windows firewall is OFF UAC is OFF. Ports 2302, 2303, 2305 are open in our Cisco ASA. Icmp is allowed to the server. Server shows up with green circle but no ping. If I add it as remote host, then my ping shows up correctly. I haven't patched it with any betas but I guess that'll be my next step.
  7. What causes the orange question marks in the server browser? I finally managed to get my server working in CO by copying the OA stuff into the Arma2 folder but my server shows up with an orange ? and no ping. I ran an Arma 1 server on this same box no problem and all the ports are being properly forwarded through the firewall.
  8. I've followed these step-by-step instructions but my server still doesn't seem to be running in CO mode. I've joined it and tried to start a CO map and it takes me back to the missions screen. It'll play some of the BIS stock coops fine. I tried going to the Kelley's Heroes guide: http://www.kellys-heroes.eu/files/tutorials/dedicated/ Either that site doesn't exist anymore or I can't connect for some reason. Here's what I've done: 1. Installed ArmA 2 c:\games\Arma2 2. Installed ArmA 2 Operation Arrowhead into c:\games\arma 2 operation arrowhead 3. Installed the latest beta patch ARMA2_OA_Build_77819.zip 4. Copied the contents of c:\games\arma 2 operation arrowhead\expansion\beta\expansion\addons into c:\games\arma 2 operation arrowhead\expansion\addons 5. Copied the contents of c:\games\arma 2 operation arrowhead\expansion\beta\expansion\dta into c:\games\arma 2 operation arrowhead\expansion\dta In step 5, I overwrote the existing files in the c:\games\arma 2 operation arrowhead\expansion\dta directory with the beta ones. 6. Copied the c:\games\arma 2 operation arrowhead\expansion\beta\arma2oaserver.exe and overwrote the one in c:\games\arma 2 operation arrowhead\ 7. Created a batch file with the following startup: "C:\games\arma 2 operation arrowhead\ARMA2OASERVER.exe" "-mod=ca;" -nosplash -port=2302 -config=dedicated.cfg -cfg=dedicatedperf.cfg -profiles=server -name=server -gamerTag=server 8. Scratched my head and cursed a lot as it still doesn't work. I mean seriously, WTF do I have to EFFING do to get a CO server working? Why is there no BIS FAQ on this? The dedicated server stuff on the wiki is ancient...dating back to Arma1 with almost nothing about Arma2 much less CO. FFS, there should be more documentation on this. I ran dedicated servers for both OFP and Arma 1 so it's not like I'm a noob at this either. So if someone can please show me the error of my ways, I'd greatly appreciate it.
  9. Where do I find the exe to run a combined ops server? I downloaded the latest patch and applied it to the install on my server, but I don't see an arma2co_server.exe or anything like it. Do I run it from the regular exe with -server?
  10. KaRRiLLioN

    Gossamer's Warfare --- Variant of Warfare BE

    Is there someplace I can get a list of the rules for this mission? I need something that explains what all the upgrades do and how to do certain things. For example, I saw someone paradrop a squad into a town without a chopper or plane so I assumed it must be under one of the menus but I have yet to find it. Also, it'd be cool to get the equipment menu equivalent to the BE Warfare version. So far, I like this version better than the BE versions, mainly because it doesn't have all the AI commander stuff. When I made RTS IV for Arma 1, I found it necessary to keep that stuff out just to keep the servers from tanking. OTOH, I hate going into a Gossamer WF game where one team has been taking towns, etc. w/o any opposition and they don't want to restart even though they have a 2-hr headstart. Not much to be done about it, I know, but annoying.
  11. KaRRiLLioN

    RTS-4 ArmA Released

    UPDATE:  RTS-IV version 1.11d released -No Addons are required for RTS-IV This consists of three missions, Sahrani South, Sahrani North, and Sahrani North-South. I haven't added Mando Missiles 2.2 yet, because I'm still figuring out the best way to implement them. DOWNLOAD RTS-4 v1.11d ArmA Here Special thanks to Victor, one of the Bootcamp regulars who made this trailer for RTS-4 and the RTS-IV logo above. RTS-IV FILEFRONT TRAILER LINK For those unfamiliar with the RTS series, it's essentially a Real Time Strategy that I started with in Operation Flashpoint in late 2001.  The last OFP version was RTS-3 v1.52. RTS-IV is PvP MP only--no single player or coop has been built in.  Basically, the AI would be too stupid to make the mission very enjoyable anyway. For those familiar with the series, this one is a departure from the past.  No longer is the name of the game rush to the enemy base five minutes after the game starts.  Instead, the territories have much greater importance.  Money no longer exists-instead everything is based on resources and strategic territory decisions. Building a Base and Commanding Commanding in RTS-4 is much, much easier.  No longer does the commander have an overwhelming burden on his shoulders to build the base and baby-sit it for the entire game.  Instead, he can build the base and concentrate on motivating his squad leaders to take territories.  Since all vehicle build commands are handled "wirelessly", i.e. the squad leaders don't need to physically be at the base buildings to create units, the commander doesn't have to deal with a flood of build requests. Territories: At the moment there are 18 territories in this version.  Territories can be captured in any order.  Each territory provides one of three resources:  Oil, Ore and Energy.  You can only capture a territory using a Repair truck or an Ammo truck. If you capture the territory with Repair Truck, a Level 1 Refinery is automatically built and your team gains use of that territory's resource.  The longer you hold the territory, the more a refinery will upgrade--to a max of level 4.  So at first you'll gain 1 unit of a resource, and an additional unit of that resource for each level.  Also, the refinery becomes more difficult to destroy for each level it gains. If you capture the territory with an Ammo Truck, your team will not have use of that territory's resource, but you will gain a Level 1 Forward Base which will allow you to spawn and deploy vehicles from that territory.  As that base automatically upgrades over time, you'll have more units available there, and the building will become more difficult for the enemy to destroy. The only way to take a territory from the other team is to destroy their forward base or refinery.  Then the territory goes neutral and your team can capture it with either a Repair or Ammo truck. Strategically, it makes sense to only put forward bases where you need a foothold in enemy territory.  From there, you can create more supply trucks and send them out to other nearby territories for resource captures. Resources Oil and Ore are the primary resources needed to manufacture vehicles.  Energy is important for building speed.  The more energy your team has, the faster units will build.  Also, if your base buildings are destroyed, the more energy you have, the faster they'll repair. You now can choose what sort of economy you want to play with:   Resource Capacity Only:  Your can build anything you have the resource capacity to create   Credit Economy:  You earn credits for capturing resources and earn more money the longer you keep them.  Those credits are used to buy vehicles.   Hybrid Economy:  You must meet resource requirements and earn credits to build vehicles. For example, if a unit costs 4 Ore, 5 Oil, and 1 energy and your team controls resources in that amount, then you can build that unit.  That cost of building the unit is not deducted from anything.  But if you lose a territory, then the resource loss is immediate and you cannot build that unit if your resource level falls below it.  Think of it more in terms of capacity.  Either your team has the resource capacity to build certain units, or it doesn't. Building Vehicles Action menus for each factory are no longer attached to the buildings.  Instead, all orders are handled from your -Status Menu-.  There's also a Help menu with information for beginners.  To create vehicles, you pull up your status menu.  This menu will show you which base buildings are online/offline.  Click on the base unit name and click the Inventory button.  Now you'll see all the available units at that factory. There's no longer a need to "Upgrade" to advanced air, or advanced tanks, etc.  In order to use more advanced units, you need more resources. How to Win There are currently 3 ways to win. 1. Control all territories and your team wins immediately 2. If the enemy holds 3 territories or less, you can destroy their base to win. 3. Victory Point Control - If you choose this gametype, you must hold strategic points and run your opponent's victory point ticker to zero. So in other words, during the mission, if the other team holds 4 or more territories, they will not lose if their base is destroyed.  Also, base buildings auto-repair so the commander no longer has to baby-sit them with the MCU.  The more energy resources you have, the faster they repair.  In other words, to cripple the enemy base, take away their energy territories and destroy a couple of base buildings to put them out of commission for a while. Repair Pads Each territory has a white Heli Pad which can rearm/refuel/repair all vehicles and even heal soldiers.  Only the team which controls the territory can use these pads. UH60/Mi17 Tow script The UH-60 and Mi17 can hitch and tow light vehicles and carry them across the island.  This is particularly important to facilitate the quick capture of remote territories, especially if you want to sneak one in the enemy's back door. Ammo Crates Any support truck - Fuel, Ammo, Repair - can drop ammo crates anywhere. Join In Progress (JIP) JIP works very well with only minor glitches caused by the ArmA engine itself.  Sometimes it doesn't exec all the code from the init.sqs file. Known Issues Some soldier cam bugs, mostly minor Whew.  Well that covers the basics.  There's a help menu in the mission itself that can also help you out.  It's under the -Status Menu-.  I'll add to this if people have more questions.
  12. KaRRiLLioN

    Rts 2 available for download

    This is RTS version 2, which is a total revamping of the original RTS. Â It still has some bugs that I'm tracking down but if you want to test it out, then here it is. *UPDATE* Check out my last post about the new Resistance version of RTS2. The primary known bug that I have relates to AI soldiers that you train at the barracks. Â For some reason some people may crash to desktop when one is created. Â I can't figure out why exactly, but it happens. Here's the link: http://www.aggression.org/karr/rts2.zip Here's my webpage for instructions on how to play. Â I highly recommend you read it if you're unfamiliar with the mission: http://www.aggression.org/karr/RTS2_Instructions.htm Basically the gameplay is similar to the origina RTS, but with some notable exceptions. 1. Â Only the Top Leader can create buildings and each player has their OWN money so whatever they spend is their own. Â In the original it was the team's money so it only took one person to bankrupt a team. =) 2. Â Players (except the top leader) must LOGIN to base buildings that they want to use. 3. Â You can build as many base buildings as you can afford. 4. Â Rather than controlling territory, the objective is to find the enemy base and destroy it. 5. Â Only the Mobile Base Unit and the Construction Jeep can make buildings. Â The Construction Jeep can be used by anyone and you can make Wire fences, fuel depots, platforms with SAM's, etc. 6. Â The economy is not finished, so you don't recycle vehicles or anything yet, but you can build up to 5 recyclers and they will automatically earn you money every 60 seconds. Â I may leave this in just to lower the micromanagement. Â I haven't decided yet. Â Any suggestions on a good economy model are welcome. 7. Â Anyone can repair any vehicle for a cost. 8. Â You must upgrade your units at the COMMAND HQ. Â You cannot use helos at mission start, and must do upgrades to unlock more advanced units. Â This gives both teams a chance to set up a defense at the mission start so you aren't spammed by 50 Mi24's 1 minute after the game starts. 9. Â Each person is a group leader and can create AI soldiers to do their bidding. Â Unfortunately there is a link with AI soldiers and crashing clients, so I've limited the # of AI soldiers per person to 2 or 3. 10. Â If you sneak into an enemy base you can LOGIN or HACK into their buildings and build enemy units and soldiers for yourself. Â 11. Â You can load ammo into any vehicle that can carry it or has cargo space, mainly trucks. Welp there's probably some things I'm missing, but that's the crux of it. Â I've really optimized this new version a lot so it should run much more smoothly than the original RTS. Â If I can figure out what causes the AI to crash some players but not others then I'll fix that. Â You all can help me track it down if you want. =) Also, if anyone has any suggestions of things to add to the mission then I'd like to hear it. Â Thanks!
  13. KaRRiLLioN

    Warfare Questions

    I'm tenatively poking my foot back into ArmA after about a year away. Â I've tried Warfare a couple of times, namely Matt's latest version on my server. I find the concept interesting, but a bit clunky in some regards so want to gauge opinions on the matter. Camps: Â You take one and can respawn right back at it after death. Â Doesn't this seem to take away from realism? Â I played last night with a few humans vs AI and simply respawned over and over at a town, buying ammo/weapons until I wiped out all the Resistance/Tanks guarding it. Do you all like the idea of camps like that? Point of purchase at factories: Â I discovered you must be right at the base to order any tanks/aircraft. Â In RTSIV I implemented "wireless" vehicle/unit production so you could be anywhere and still order factory builds remotely and have crewed tanks, etc. drive from the base to your location or wherever you sent them. Am I missing something or are you required to be next to a factory to produce something? Do you like this requirement, or does it seem more realistic to allow ordering via radio? Artillery: Â Okay, I like the *idea* of arty, but in practice it tends to be overpowered, especially when it's raining down on your base. Â OTOH, apparently the arty is stationary (unless I'm missing a towing ability here). Would a hard cap on arty units be a good thing? AI Supply: Â This seems to be a throwback to the BIS CTI idea, but it seems to be extraneous and buggy, especially when you get more players on a server. Wouldn't it be better to cut down on the AI overhead and simply assign a value to towns, then add in a random factor that would make you miss payments from towns on occasion instead of having AI drive trucks all over the place? Resistance AI: Â I think the coop aspect of AI is interesting especially if you don't have that many people on the teams. Do most of you prefer having AI to fight in the towns initially? Â Even if teams are full? It seems to me that ArmA became more of a coop game than PvP. As an aside, I noticed some whacky thing when testing base structures. Â If I make an independently crewed M1Abrams and an enemy structure, the Abrams will shoot it with its sabot and destroy it. Â If I have an Abrams in my group, it'll shoot at the structure with its MG. Â Very odd. AA Pods will not engage fixed wing aircraft, but they'll shoot down choppers in a heartbeat. Â WTF?
  14. KaRRiLLioN

    Captured Depos and Structures.

    I played warfare for the first time this weekend and noticed the insta-build walls/defenses myself. Personally, I think his idea was very clever, even if it wasn't in the spirit of gameplay. But this is something quite easy for the creator to fix, IMO. While I think the method of building is interesting, nobody actually builds the walls. I think workers or soldiers should come out of the complex and do it. If they're killed during construction, then the wall isn't built. As it is now, you're looking at legos.
  15. KaRRiLLioN

    RTS-4 ArmA Released

    So how's 1.09 looking? I tried to read the thread but it's kinda long.
  16. KaRRiLLioN

    RTS-4 ArmA Released

    1.11e had a bit of buggy code in it so I wouldn't use it. 1.11d is virtually identical but doesn't have the bug in it.
  17. KaRRiLLioN

    RTS-4 ArmA Released

    I haven't been here a while but noticed you were trying to get the latest versions. I tested the link for 1.11d in the first post and it works. Let me know if it still isn't working for you. I took down my server for the time being since I don't play ArmA and some of my friends begged me to put the OFP server back up so they could play RTS3.
  18. After playing Blake's "They Came from the Desert", I decided to create the Sahrani sequel to Nogova Virus. Â I made 5 of them for OFP, which might have been 5 too many. Â Actually, the first Nogova Virus was a heavy edit of the original one by Howard Johnson, which in turn was inspired by Skye Virus by D. Murphy Man. Â Then I created 4 more. I think I've gotten JIP working smoothly with it, although there are still some issues, of course. Anyway, here's the link: Sahrani Virus I And thanks to Blake and Lolsav for some nice sounds for this mission.
  19. I had several missions, CTF's and C&H's that would experience strange crashes.  Well, not crashes exactly.  The server would still be running and each player could move around, but remote players and AI would appear frozen to each other.  In other words, as if the server had stopped sending updates to clients. I observed that the dedicated server was eating up all CPU power when this happened.  Yet, it was still running. I had most vehicles on the map respawning with my vrs.sqf script, each vcl running a separate instance of it.  It's virtually identical to my SQS version, except, of course, the syntax.  Both scripts are server-side only.  In each case, the number of instances was about 12 to 15. I changed all instances to instead use the SQS version and voila, the games proceeded without the dedicated server freezing like that. From this it appears that multiple instances of looping SQF files are bad for the server.  And I say server in this intance because the scripts were server-side.  I don't know what it might be like if there were some running client side. I assume that since SQF takes priority over many things, the server is unable to devote enough processor time to other functions.  Then again, my code might be complete crap.  Just in case that's so, here's the code. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> //BEGIN vrs.sqf //By KaRRiLLioN //IMPORTANT: ADD A GAMELOGIC NAMED Server //to the mission to prevent multispawn private ["_vcl","_respawndelay","_dir","_pos","_type","_run","_crewWait","_wait","_delay"]; if (!local Server) exitWith {}; _vcl = _this; _respawndelay = 20; _dir = Getdir _vcl; _pos = Getpos _vcl; _crewWait = 150; _wait = 0; _type = typeOf _vcl; _run = TRUE; sleep 1; for [{}, {_run}, {_run}] do {   while {canMove _vcl && count crew _vcl < 1} do   {     _wait = Time + _crewWait;     sleep 1;   };   while {Count crew _vcl > 0 && Alive _vcl} do   {     _wait = Time + _crewWait;     sleep 1;   };   while {canMove _vcl && count Crew _vcl < 1 && Time < _wait} do   {     sleep 1;   };   _delay = Time + _respawnDelay;   while {!canMove _vcl && count Crew _vcl < 1 && Time < _delay} do   {     sleep 1;   };   if (count Crew _vcl < 1) then   {     deleteVehicle _vcl;     _vcl = _type createVehicle _pos;     _vcl setdir _dir;     sleep 1;     _vcl setvelocity [0,0,0];     _vcl setpos _pos;     sleep 1;     _vcl setvelocity [0,0,0];   }; }; So, is my theory completely amiss?  Or might it hold water?
  20. KaRRiLLioN

    RTS-4 ArmA Released

    XML's can be flakey at times.
  21. KaRRiLLioN

    RTS-4 ArmA Released

    It's quite possible that if your XML is not working, then you'll have only brackets after your name. What version of RTS were you playing when the guy came in and starting making sandbag towers? 1.11d or 1.11e?
  22. KaRRiLLioN

    RTS-4 ArmA Released

    I looked at several methods for keeping script-kiddies off the server, but most of them would severely reduce the number of people who would see the server in the browser, and thus the number who would play. I don't think it's fun to have any map, whether it be CTF, CH, RTS or CTI disrupted by children who think it's fun to wreak havoc on a server with scripts they download from people who couldn't win in a fair match even if the other player was blindfolded. I put a lot of time into RTS and other mapmakers spend hours on theirs so it's a shame we don't have better tools to combat this without destroying the flexibility that the game engine provides. Anyway, I've been keeping half an eye on the server, even if I don't play ArmA much at the moment. Â Hopefully 1.09 will have some good common sense approaches to giving administrators a lot more control over who they allow on the server, and what mods/scripts they allow on the server.
  23. KaRRiLLioN

    Sahrani Virus: A New Beginning (MP)

    I haven't been playing ArmA much lately, and thus haven't messed with the virus. Perhaps I'll get re-energized on ArmA and get to playing it again.
  24. KaRRiLLioN

    RTS-4 ArmA Released

    Hmm forgot about those planes on that island. Â Those are there simply to load the textures in memory so you don't get a "downloadable content" error. Â I'll lock 'em and add a delete script. 1.11e just has some very minor fixes, but nothing major. I'm not familiar with the cex engine, but I'll try to take a look at it when I have some time. Have there been many problems lately with people running disableuserinput hacks, etc? Â I've gotten complaints that a few script-kiddies were ruining things.
  25. KaRRiLLioN

    RTS-4 ArmA Released

    Aside from hacker idiots, has everything been working properly? Any issues with the other economy types?
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