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killswitch

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Everything posted by killswitch

  1. killswitch

    Wargames addpak 4.0 released

    CA, use the PDM dummies for mortar rounds in ammo crates. In other words, use one of these nine magazine names: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> // 60 mm M224 rounds WGL_Mortar60W_PDM WGL_Mortar60WP_PDM WGL_Mortar60PF_PDM // 81 mm M29 rounds WGL_Mortar81W_PDM WGL_Mortar81WP_PDM WGL_Mortar81PF_PDM // 82 mm 2B14 rounds WGL_Mortar82E_PDM WGL_Mortar82WP_PDM WGL_Mortar82PF_PDM Example: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> mycrate addMagazinecargo ["WGL_Mortar82E_PDM", 20]
  2. killswitch

    The Bastige Island 6

    We just tried it. Here's one: Not a single enemy on the entire island Lots of empty vehicles and abandoned towns
  3. killswitch

    The Bastige Island 6

    Et voilá! It's up. Took the liberty of renaming it to "wgl_co_24_bastige_bfld_6b1.pbo" to have it sort among the other WGL missions we have there. Incidentally, as I type this, Zeus Resistance (aka Zeus Normal, zeus.gotf.net:2302) is running WGL...
  4. killswitch

    Wwii mp campaign

    How about, instead of a big .exe installer that is named to make people believe it is the I44 Demo (which it isn't), a list of the needed addons? It's an understatement when I say that that would "help"...a lot.
  5. killswitch

    2 'new' bugs

    I'll add another one: Using landing autopilot no longer works in that the plane never seems to find the right AoA and approach vector. So, what do we have that used to work, IIRC: <ul>[*]Heaps of "locality issues" (e.g inability to order your troops out of a vehicle they are not not local to) [*] Support WP all but useless in MP if human players need to call for support from AI vehicles. And I/we frequently need to. [*] MP: Transport Unload WP...same thing...its broken (AI helos inserting human+AI squads). Result: helo hovering over the Trp UL wp. [*] AI:s landing planes...gone. Players autolanding planes...gone [*] AI:s wont rearm when ordered to do so by their AI leader. Seems the AI gets more and more nerfed by every patch...which is sad.
  6. killswitch

    Combat! bradley pack 1.0 released

    Just tried it and liked it. Yes, the overview image has bad dimension(s). I, too, loved the gap between contacts and use it as a way to reorganise/rearm and whatnot. Let the antsy people look elsewhere to get off their sugar rushes. No need to accomodate for them. Plenty of inane TDM:s and CTF:s out there. Loved the Dragons I nicked from the Bradleys - especially since AI:s can and will use them to good effect. Saved me twice, he did, my #10 Right...of for a second round... this first round suddenly ended for some odd reason. I guess a straggler passed over PL Charlie Brown and the trigger insta-fails the mission. It could also be the T-55 that was blown to Smithereens close to PL CB flew over the trigger
  7. killswitch

    New delta/ranger addon 1.55

    It sounds like you have an old (DeRa 1.0) version of BAS_Weap.pbo lying around somewhere. Grab the full version of the 1.55 DeRa:s and make sure to overwrite the old addons with the same name with the newer ones. You might have multiple copies of them in different mod folders. Could it be that you have tried applying the patch version onto a DeRa 1.0 set of addons? No workie (as noted in the readme too). Also, as Avon noted, you need JAM2. Here's the ECP compatible version of JAM2: JAM Addon (ECP compatible) (7.46 mb) (mirror) Good luck and hope you get it sorted - they are really nice units !
  8. killswitch

    Combat! bradley pack 1.0 released

    The error that Gedis gets (" No entry 'config.bin/CfgWeapons.SUCHJavelinMag' ") originates from the CBT_Jav_Launcher having "SUCHJavelinMag" as one of its possible magazines. It is the only occurence of that string in the three addons. If you try loading up a clean OFP (or an OFP session without the Marine Assault Pack in any of the active mod folders) with the three Bradley addons (the current hotfix applied) in a mod folder you'll see the same error message pop up when OFP is launched. So: that magazine name does trigger an error.
  9. killswitch

    Combat! bradley pack 1.0 released

    The annoying message needs fixing from two directions, so to say. One is that you need to load the marine assault pack along with the new bradleys. At the other end, the Bradley pack's addon dependency declarations need amendments (marked in red below): CBT_Misc.pbo Its "new" dependencies arise from the following reasons: <ul>[*] The CBT_M220TOW weapon inherits from HellfireLauncherM2A2, a weapon introduced in the BIS Bradley [*] The CBT_Jav_Launcher can take the "SUCHJavelinMag" magazine from SUCHusmc.pbo CBT_Brad_Scripts.pbo Notes: it depends on the BIS M2A2 ("Bradley") and the MAP SUCHusmc.pbo addons because <ul>[*]CBT_StingerLauncher weapon inherits from HellfireLauncherM2A2 defined in the BIS Bradley [*] CBT_BushmasterHE weapon inherits from Cannon25 from the BIS Bradley [*] The ODS Bradleys carry CBT_Jav_Launchers from CBT_Misc.pbo and hence depends indirectly on SUCHusmc.pbo (Note that the dependency on the BIS Bradley can be removed by reworking the weapons declarations somewhat). Also, if one wants to be really anal about it, the whole dependency chain coming from SUCHusmc.pbo could be listed in here to make sure people have the addons that it in turn depends on. Here's hoping this quirk report won't add me to that class ConfigKiddies that some people seem to despise. Then again, I could care less. Peer review makes for working addons. Now, if you excuse me, I have to roam about in one of these superb new Bradleys and wreak havoc on the countryside. Rudedog and gang, thanks for a great addon!
  10. killswitch

    Editor problems...

    I have seen that symptom when having both a config.bin and a config.cpp in the "mymod/bin" folder. Same thing might apply to the resource.cpp file. Other than that, it could be a small (or several small) syntax errors in either the config.cpp or resource.cpp of your mod.
  11. killswitch

    Linux server on smp kernel

    Machine: 2 x Xeon 2.2 GHz, HT on OS: SLES8 Kernel: 2.4.21, smp, specifically a stock SUSE k_smp-2.4.21-203 rpm package. Result: OFP servers running just fine (1-3 ofp server processes. Not a single problem. This goes for ofp 1.91 up to and including 1.96. By what process have you deduced its a case of race condition somewhere in the ofp server software and/or OS kernel?
  12. killswitch

    Config problem

    And for the love of icecream, remove the "class Groups" declaration from CfgPatches immediately. Its not needed and it will cause problems. For some reason, way back, someone put that in and it can still be found in many old, broken addons. To this day it pops up in new addons. Ever had a mission load and tell you "Cannot load mission, missing addons groups"? Yep, that's where it comes from. The addon will be fine without class Groups in CfgPatches. No ifs, not buts about it. Remove it. EDIT: What I'm saying is this: Other than that, the one Scud posted looks fine.
  13. killswitch

    Requiredaddons woes

    ...and provided the addons have their dependencies set up alright, the problem of getting them listed in the mission source (mission.sqm) is solved by previewing the mission in the (SP) mission editor once, then saving it/exporting it. Previewing while editing in MP mode will not do this, unfortunately. If problems still remain after this, there are lingering dependencies hidden in either the three addons mentioned above or one of the others in the UKF addons set. Keep it up! It is solvable.
  14. killswitch

    Help with vitapc crash

    The archive on @war is incomplete. No wonder, since there never was a complete 1.4 apc pack archive released... (have no idea why - it could be the ISP/web server problem that DKM had at about the same time the 1.4 apc:s were released and in the confusion that followed, things got lost) Here's what you need to have: <ul>[*] The 1.4 vitapc.pbo [*] The 1.4 vitapc_config.pbo [*] The 1.40 dkmm_rsc.pbo What you probably have: the 1.4 vitapc.pbo, the 1.3 vitapc_config.pbo and, if you're lucky, the 1.35 dkmm_rsc.pbo. Actually, I believe you have the 1.30 dkmm_rsc.pbo that was included in the 1.3 apc pack that was complete on release. So, here's hoping there will be a complete 1.4 version of the APC pack archive/installer available soon to help eliminate issues like this.
  15. killswitch

    Moving respawn markers

    If "respawn_west" is the name of a marker (and it should be) then this will work: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"respawn_west" setMarkerPos <position> Some examples: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"respawn_west" setMarkerPos getMarkerPos "MARKERNAME"or<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"respawn_west" setMarkerPos getPos someObjector (e.g inside some script that will give _x, _y and _z some values)<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"respawn_west" setMarkerPos [_x, _y, _z]
  16. killswitch

    Vdv pack v2.0 by orcs

    Excellent work, guys! Love it to bits Small quirk though: LSR_vdv.pbo needs a small fix to enable trouble-free operation when used in mod folders and/or on dedicated servers: an addon dependency declaration. Here it is: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> requiredAddons[]={BIS_Resistance, ICPrpg7, ICP_Weaponpack}; This should be added below requiredVersion in CfgPatches::LSR_vdv. Regards!
  17. killswitch

    Wargames addpak 4.0 released

    Here's a RAR archive with two versions (mechanized infantry and one armor) of the 23/26 player coop mission "Breakthrough" Walker has been talking about above: <span style='color:blue'>Breakthrough (2 versions)</span> Addons needed, IIRC: WGL 4.11+ and CoC Unified Artillery. WGL and UA is a marriage made in heaven, if you ask me. I hope Jinef won't mind me posting them for your enjoyment. If you think CTF Mokra and the likes are what OFP MP is, don't bother... Coop zombies like me will hopefully enjoy it Regards, KS
  18. killswitch

    Help with .rar addons!

    Files ending in .rar are compressed archives just like .zip files. A popular program for handling both RAR,ZIP and other compressed file formats is WinRAR, available as a demo here. So what you need to do is to get WinRAR and then use it to open the .rar archives containing the actual .pbo addon files, unpack them and then install them into one of the OFP addons folders. Hope that helps! Regards
  19. killswitch

    Please, for the love of god.....

    I'll add some very common addon maker errors: <ul>[*] Not using an OFPEC tag for the addon/models/global variables. [*] Not declaring the addon dependency chains completely and correctly. Kills any usage on dedicated servers and lead to "mysterious" problems (e.g "cannot load mission: missing addons...") [*] Use of the pre-resistance irScanRange property instead of irScanRangeMin and irScanRangeMax. Excellent way to kill CPU and framerate. [*] Yeah, indendation of config.cpp:s. Worth repeating. References: Usage of tags: About OFP tags Addon dependencies: Search these forums for "missing addons" error messages to see their symptoms. Search for the keyword requiredAddons to (perhaps) learn more about how to add a proper requiredAddons[] declaration to your addon's CfgPatches part. Good luck in evolving from "weekend addon maker" to "working addon maker"
  20. killswitch

    Jam marker rounds? do they work?

    For the JAM marker rounds to work (and the AI vision blocking feature of normal smoke grenades), the unit that fires them must be fitted with a special fired event handler that detects them and tracks them. There are units out there that have that functionality already (the JAM units themselves and the latest BAS Deltas/Rangers and possibly others). To make the marker rounds work on any other unit, add this to its init line in the editor: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addEventHandler ["fired",{if ( (_this select 1 in [{Throw},{JAM_AT4Launcher},{JAM_RPG7Launcher},{JAM_M72LAWLauncher}]) or (_this select 4 in [{JAM_MarkerGrenadeammo}]) ) then {_this exec {\JAM_Magazines\FX\firedEH.sqs}}}] (That should read as one line only) Good luck!
  21. killswitch

    Wargames addpak 4.0 released

    If you installed WG 4.1 with the installer available, the demo mission can be found in the folder ...\OperationFlashpoint\Users\default\Missions and it is called "@wg_training_westmortars.usmc_gaia". In it, you will find a working example of a description.ext. Good luck!
  22. killswitch

    Ofp so dark!

    Do you by any chance have a game/mod config.cpp in the same folder as a config.bin? I have seen OFP act up, to say the least. So: check all your <modname>/bin folders and make sure you only have a config.bin (or a config.cpp, of course, but not both) Having both seems to cause trouble.
  23. killswitch

    Dkm-mod updates

    Ok, to get back on track...here's a quirk report: Addon: The APC pack (up to and including 1.4) Problem: Even though VITAPC_config has its dependency on DKMM_RSC declared, the latter isn't always added to a mission's mission.sqm unless one of the APC:s uses the smoke launcher and/or gets blown up during preview. This leads to the now famous "missing addons..." error during gameplay. Solution: Some of the APC:s have the smoke launcher in their list of magazines[], but no smoke launcher in their weapons[]. The reason is probably that as it stands, if one adds the smoke launcher weapon to an APC, it will show up as a selectable weapon in the upper left screen UI when cycling through weapons with the space key. However, if I add the smoke launcher (DKMM_RSC_VehicleSmokeL) to the list of weapons a vehicle carries, the dependendy declaration "takes" and DKMM_RSC is automatically added to missions. This is good. So how do we make the smoke launcher weapon not show up as a "space-cycle" weapon, but stays available only as the "Launch smoke" action menu entry? Well, after some experimentation, I found the solution: In the config of DKMM_RSC.pbo, under class DKMM_RSC_VehicleSmokeL, just add primary=false; and the smoke launcher weapon is no longer selectable. However, the "Launch smoke" action is still there and works. Summary To have the APC pack work when mission editing and then later in both SP and MP play, the following changes need to be done: <ul> [*]DKMM_RSC: add a line primary=false; to the DKMM_RSC_VehicleSmokeL weapon/magazine in CfgWeapons [*]VITAPC_config: add the DKMM_RSC_VehicleSmokeL weapon to all APC:s that have the magazine with the same name. The same fix is necessary for any other DKM addon using the smoke launcher magazines only (haven't checked if the Black Eagle, for example, has this problem). Cheers and thanks for your great addons, DKM! PS. I think people could use a complete VITAPC 1.x archive containing readme's and all three needed addons, just the way the 1.3 version was distributed. PS2. What's up with the DKM web site these days?
  24. killswitch

    Dkm-mod updates

    The vitapc_1_4.exe (or .rar) available from the DKM web site contains only a VITAPC.pbo file. Possibly missing:<ul> [*] An updated 1.4 readme detailing the changes [*] A 1.4 VITAPC_config.pbo
  25. killswitch

    How much do you need for makeing a good cti server

    What joltan said about memory. Then just add as much CPU as you can afford. No upper limit really. 2 GHz? I'd say start at P4 3 GHz/ A64 3000+ and work your way up. (This from experience with running CTI games on a 2.2 GHz Xeon machine (P4 core, 533 MHz FSB). Waaaaaay underpowered)
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