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killswitch

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Everything posted by killswitch

  1. killswitch

    Linux server setup howto

    Oh, "we" are here  The server I'm nursing doesn't use the default BIS-provided start script ("ofpstart", as seen above and throughout this thread), but rather a custom-written one. I can't make it available for general use since it's...well, not fit for public use. (And I would have to support the bloody thing) However, I here are you the required compatibility libs: link Grab those and follow the instructions in the first post of this thread.
  2. @wgl5\bin\config.cpp, inside of class CfgInGameUI, there are, among other things, the two classes Hint and Chat. Take a peek there
  3. Yes, this is why that speed limit was put in. Helicopters using the AT-6 (The Hinds) launcher and the TOW launchers (the AH-1 Cobras) need to move slower than 22 km/h to be able to use their ATGM:s. This is to simulate the fact that these weapons need to have their gunners concentrate on them during the entire flight time. OFP cannot simulate manual control of heli-fired missiles. They are all lock on and then fire-and-forget magic missiles. This is also a factor in why the very low speed limits were put in place for wire (or otherwise manually) guided ATGM:s in helicopters. See above. Likely, it was done somewhat for realism, somehwat for balance. (I wasn't involved with WGL when this was done).If someone can find out more about how real Mi-24:s use/employ/fire AT-6 missiles, I'll try to make it more "real", within the limits of OFP. For now, however, you can remove this feature by placing a utility game logic called "Disable heli ATGM speed limits" found under "#WGL Logic" in the mission editor. You can also script it away by <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">WGLHeloRocketAirframeFX=false
  4. Noted and fixed. Thanks for the report!
  5. killswitch

    Linux server setup howto

    Where <myserver> is my hostname. Any ideas? You need to set the executable (x) permission on that script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">chmod +x ofpstart
  6. It's actually not a bug - it's a "feature". We can't make the OFP AI fly helicopters "properly" and have them slow down before firing TOW:s from the Cobras, for example.Therefore, it's a choice between having those limits imposed on AI helos that will never slow down, thereby, in practice, making AI helicopters have no ATGM capability at all, or just to let them be the good old OFP AI we know. What you can do, however, to level the playing field, is to disable the speed limit simulation for human players. You do this by placing a utility game logic called "Disable heli ATGM speed limits", found under "#WGL Logics" in the mission editor. One can script it too - the following code snippet does the same thing: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">WGLHeloRocketAirframeFX=falseThis way, one can have the ATGM speed limiter in adversarial (PvP) games to make them more challenging and revert to the standard OFP behaviour for single-player and/or coop games. Q, you have a customer
  7. Bug found and <span style='color:green'>fixed</span>! Found and <span style='color:green'>fixed</span>! If that means the untextured (white) NSV machine gun parts that soldiers can carry, it's been <span style='color:green'>fixed</span>. What Dinger said - you'll have to aim it (set both azimuth and elevation) before firing.If you had done that, then perhaps it's because someone stood in the way of the mortar round. I've done that a few times - I was too close to the mortar tube when firing it. BOOM! Ouch! Thanks for the reports, Shinbusan. Keep them coming!
  8. Yep, two unfortunate issues and both fixed internally. Patch...sometime in the future. Ok, that needs attention! Never seen that one...except... keep in mind that the radios can't carry all kinds of rucksack pouches. The satchel charges are one such kind of thing they can't carry. The radios can not carry/use the following:<ul>[*] Satchels [*] Mines and claymores [*] IED:s [*] Anti-tank and anti-air rounds (Carl Gustav, RPG-22, RPG-7/7V, Stingers, Strelas) [*] Heavy machine gun ammo boxes (M2/NSV/AGS-17) [*] Mortar rounds (60/81/82 mm) Well, you are close, but have mixed up a few things. Carefully revisit this pageIn some remote area far away, but still on land (ie not in the water), place this: <ul>[*] A gamelogic "Enable WGL mortars" [*] Manned mortars near that game logic. Place as many there as you intend to be available for players during the mission. In the play area, place this: <ul>[*] Mortar soldiers carrying baseplates and tubes [*] Mortar carrier vehicles (eg certain Hummers) If you have two playable M224 teams and one M29 81 mm mortar-carrying Humvee in the "play area", you need to place three manned west mortars near that game logic - two M224 60 mm mortars and one M29, 81 mm mortar. Remember: the mortars you place near the game logic represent the assembled mortar kits your players are carrying around or are keeping in the Humvee. While that still works just fine, it is no longer needed. Nowadays, the neccessary mortar dialog resources are integrated into WGL5.
  9. Hello everyone. Yes, the optics in WGL5 are wonky at the moment. It has to do with the changes to the field of view. This is indeed something that needs to be fixed. If anyone out there is a optics tweaker wizard, feel free to dabble with WGL5 and see if you can get them back into working order and tell us the needed config changes. That's likely the quickest way at the moment to get things fixed.
  10. Yep. You forgot step 3 of "How do I set up the mortars for a mission" - you need to place a manned mortar of the same type you intend to use near that game logic.
  11. It is very much like ECP in several ways - we haven't changed the stock BIS units and there are a few new effects. However, there are also new units, vehicles and weapons in there, many with new models. The models were however not chosen or made for "prettiness" (with a few exceptions). One can get better soldier models by adding a few addons from the DMA Army or Naval packs. A step-by-step HOWTO instruction for that is in the making. WGL5 is the non-shiny, dusty mod. If we could model more mud and dirt, I'd put it in Yep, all of those things are wonky at the moment. Ther isn't much documentation delivered with WGL5 at the moment, but the WGL Wiki has bits on mortar mission making and useage.
  12. Not much. You can place a game logic, found under "#WGL Logic", called "Disable infantry machine gun effects". What it does? Well, TBH, when looking at it...it seems to disable something that's redundant and CPU wasting anyhow... (*Adds to the TODO list*) There are a few other utility GL:s that enable or disable certain features. Read about them here
  13. Yep, that's a bug. It's been noted. Thanks for the report! (Note to self for future reference: BZ #365)
  14. It's a "feature" - the AI:s voice replies are disabled by default. The rationale is to have them be a bit more snappy when playing in MP. You can change that back so WGL5 behaves like normal OFP in that regard. It takes some editing... Open the file @wgl5\bin\config_base.hpp using a text editor (eg Notepad). You'll find what you're looking for on line 24: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">... //#define HIDE_BIS_VEHICLES //#define HIDE_WGL_VEHICLES //#define HIDE_WGL_RADAR_VEHICLES //#define HIDE_ADD_VEHICLES //#define ENABLE_AI_VOICES <--- Uncomment this line by removing the two leading forward slashes #define ENABLE_GUI_LARGE //#define CHANGE_UI_COLOR_TO_GREY #define ENABLE_BIS_FACES ... Uncomment the ENABLE_AI_VOICES line. it should look like this when you're done: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">.. //#define HIDE_BIS_VEHICLES //#define HIDE_WGL_VEHICLES //#define HIDE_WGL_RADAR_VEHICLES //#define HIDE_ADD_VEHICLES #define ENABLE_AI_VOICES #define ENABLE_GUI_LARGE //#define CHANGE_UI_COLOR_TO_GREY #define ENABLE_BIS_FACES .. More on this: here
  15. killswitch

    OFPWATCH  Setting up for server

    See the part in the readme.txt about "auto-addon.txt", a file you will have to create and add to the ZIP archive. Also, don't run the AAS service as root. At the very least, create a normal user account for that. (Good security practice)
  16. killswitch

    Linux server setup howto

    You have a malformed line somewhere in the "ofpstart" file. It is likely the line that sets the mod to be used, ie the line that reads something like <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">MODS="@ecp;@rifles" Your server seems to be loading "@<censored>;#============================" Make sure that MODS=... is syntactically clean. For example, you might be missing the last quote character.
  17. killswitch

    OFPWATCH  Setting up for server

    The problem: you're trying to feed AAS a RAR archive. The solution: can be found by reading the file "readme.txt" that comes with the AAS software.
  18. killswitch

    OFP RTSQ

    Here you go: ofp_rtsq205.rar [22 kB] (It's not the original archive, but has the same contents.)
  19. killswitch

    Linux server setup howto

    Let's see here...so far, I've made it run on <ul>[*] Fedora Core 2,3,4 and 5 (FC2: both i686 and x86_64, the others i686) [*] RedHat Enterprise Linux 4 / CentOS 4 (i686) [*] Suse Linux Enterprise Server 8 (i686) [*] Debian 3.0 (i686) They all work if you follow the instructions in the first post of this thread and get the required compatibility libs.
  20. Nope, that should work.
  21. To avoid a misunderstanding: ...in the config init EH...
  22. killswitch

    View distance in MP

    Good to know: the default view distance in a MP session is 900 m.
  23. killswitch

    Dedicated server issues

    You meant to say number, not letter, right? Like HitmanFF says above, the computer name must not contain a space, underscore or other special character, nor should it start with a number.
  24. Well, there's no luck to be had in that matter - since the vehicle needs a set of setObjectTexture commands to be run when a gunner dies, you'll have to run a looping/waiting script on each *client* machine waiting for the gunner to pass on. In principle, one could work around this, but then you'll need to implement a system similar to the CoC Network Services. That way, it's dead simple to use a killed event handler to signal to all clients that it is time to do a few choice setObjectTexture lines. For mission makers, the added hurdle would then be to place one instance of a "PUKF utility game logic" to handle this "poor man's CoC NS" system. However, again, you can do it with the monitor script method too...
  25. killswitch

    Linux server setup howto

    ...except the last line. (Actually, it doesn't seem to do any harm, but it doesn't have to be there.)
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