Lt_Damage
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Everything posted by Lt_Damage
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Para dropping a hummer
Lt_Damage replied to BlackDeath-CFH's topic in OFP : MISSION EDITING & SCRIPTING
Sounds like he doesn't understand: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">usage: [cargo, marker, height, DropHeight, xoffset, yoffset, zoffset] exec "ParaDropObject.sqs"<span id='postcolor'> cargo = name of object to be dropped e.g You must give the HMMVV a name in the Edit Object field. marker = name of what you used to mark the drop position, if you created a game logic and gave it the name "dropspot" or made a marker and named it that. Height = Appears to be height of the parachute above the cargo, so i guess if you had a hummvv this would be a smaller number than if you had a 5T truck. Drop Height = This looks to be the height from which the parachute starts to descend. XOffset, YOffset, the coordinates of the drop. usage: [MYHMMVV, DROPSPOT, 1, 150, xoffset, yoffset, zoffset] exec "ParaDropObject.sqs" Haven't tested this but as far as I understand it thats how you use it. The xoffset and yoffset can be obtained by the "Getposinator" on the www.ofpec.com -
Directplay = 3rd party netcode for network games. Code created by MS i think. Sockets = BIS netcode, created by BIS specifically for OFP, which overcomes certain limitations inherint in Directplay. For large games, dedicated servers, I would suggest use sockets. But for smaller games, and if you wanted full voice-over-net support, use Directplay. I would use sockets either way as I can use a third party application for voice support and think BIS has done well with the sockets netcode.
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Just quickly, this is how it works, then I will tell you where to go to set it up. In your player profile, accessible from OFP main menu, you can define the HTTP link to your SQUAD.XML Your SQUAD.XML is a file that details all the information for your profile. This must reside on webspace. Your squad LOGO file must also be located in the same directory of this webspace as the SQUAD.XML Go to www.theavonlady.org and do a search under for OFP FAQ for SQUAD.XML There is definitive instructions for how to setup your profile here. Regards,
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These sounds are the worst feature added to OFP as yet. They have been introduced in the blind assumption they will not be abused. There should be a way to disable them totally for both server and client. As Malbouef has already detailed they cause connection problems and gameplay stalls. Currently all sounds are banned on Gameplanet until patch is released.
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Can anyone list the factual diffferences between Veteran and Cadet? e.g Cadet Veteran ----------- ------------- 3 shots to kill 1 shot to kill Friendly player tags No friendly tags etc.. Thanks
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Some of you are ALT-TABBING from OFP to save the missions you download so you don't have to constantly download them. Or you can try this new batch file I made.. Unzip to C:\MPCOPY\ Follow instructions enclosed. Run it before running OFP, it will run in the background while playing OFP on the server, it will copy all multiplayer missions downloaded. It checks TMP folder and copies to MPMissions automatically every 10 minutes. You can unzip all files to ANY directory of your choice, but WAIT.EXE and COPYMP.BAT must be in same directory to work. Download here
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Where does he say he's using Directplay? Hmm, ok yeah make sure if you are using Resistance to use Sockets, much better netcode for OFP Sockets is an option you can choose when Creating a new server to host.
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Ok, for this issue I would suggest checking the following: Firewall, if you have it, disable it. If that helps, slowly increase your firewall but at the same time checking if what you do affects OFP multiplayer. If not firewall, check your Network settings, if your computer is configured with 2 LAN cards, one for normal networking and one to connect to your cable modem, try going into network settings and changing the order in which the operating system accesses these network cards. You would want it to access your cable modem first, LAN second. To do this, open Network and Dialup Connections folder. Select ADVANCED from the top menu, then Advanced Settings. Select your cable modem and use the UP arrow button to shift it to the top of the list, this will set your cable modem as the first preference in the list of available network connections. Also while you are in the Network configuration, check your TCP/IP settings, make sure there is nothing weird in there.
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Damn right fools. That is why custom sounds are banned on my server, whether small, large whatever. Because GAMEPLAY is what we want, PERFORMANCE is what we want to preserve and hearing some crappy sound samples from RUSH HOUR2 in the middle of my OFP game just doesn't do it for me. Hopefully we will get not only the feature of limited sizes of these samples, but the feature to disable totally.
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Heh, "program" might be a little generous, I put 3 lines in a batch file I just hope it works, and I also hope it becomes obsolete when BIS fix it.
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Some of you are ALT-TABBING from OFP to save the missions you download so you don't have to constantly download them. Or you can try this new batch file I made.. Unzip to C:\MPCOPY\ Follow instructions enclosed. Run it before running OFP, it will run in the background while playing OFP on the server, it will copy all multiplayer missions downloaded. It checks TMP folder and copies to MPMissions automatically every 10 minutes. You can unzip all files to ANY directory of your choice, but WAIT.EXE and COPYMP.BAT must be in same directory to work. Download here
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Actually this might be better suited to the multiplayer section of the forum. If the moderator can kindly oblige.
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Actually this might be better suited to the multiplayer section of the forum. If the moderator can kindly oblige.
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Also as this was the extent of my ability as far as creating programs, I think that some of you reading this can do much better. I expect most likely this problem of not saving missions will be resolved by next patch so this is a short term solution anyway. Regards,
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Also as this was the extent of my ability as far as creating programs, I think that some of you reading this can do much better. I expect most likely this problem of not saving missions will be resolved by next patch so this is a short term solution anyway. Regards,
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Basically I think the improvements can already be seen in Resistance. 1.60 had very bad ghosting issues, as soon as we got 1.75 we were pleasantly suprised to find that the few who did ghost (usually those with flaky connections to begin with) were able to be simply kicked and they would disconnect a few seconds later. The player could then rejoin without a problem When a ghosted player is kicked from our server I notice no problems afterwoods, with players able to connect and fill the player spot without issue. If you have many issues with players connecting make sure you disallow custom sounds and large custom faces. These can make connection times change from 30seconds to a minute, to 1-5 minutes. This is because I have found many users stupidly use excessive sound samples (over 1mb) which makes connection times very much longer. A good way to find out who is the culprit is to ALT-TAB out of OFP and check your OFP\Tmp\Players\ directory, find the user with the largest files and ask him to remove them for the duration he plays on the server. I have found this practise increases gameplay performance dramatically, there are few "stalls" in the game while players are connecting. Otherwise running a Resistance server is a lot easier than running any other servers, great work BIS
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Nogova co-op missions?
Lt_Damage replied to Major Fubar's topic in OFP : MISSION EDITING & SCRIPTING
Well I dunno about "good" but I have uploaded quite a few coops to the Gameplanet server, a lot I made myself, and are in various stages of development. But from what I see running the server a lot of people seem to enjoy them. So if you wanna check them out jump on, if you don't have a good enough ping to play just download the mission from the server then disconnect and check it out yourself. -
God knows where you got 1.49 but that was an update for the dedicated server only, it was made to fix some bugs with 1.46 Dedicated server and was only supposed to be released for beta testing. In other words, unless you are running a Dedicated server you did not need to run this update and have just converted your installation of OFP into 1.49 server setup rather than 1.46 ofp client. (Been a while since my server was 1.49, it could also just be a replacement server executable and the underlying OFP is not affected.) You need to reinstall, overwrite everything and update to 1.46 using the standard patches. I don't know why OFP:Res upgrades your OFP to 1.49, I would find it extremely strange if this was the case. But if it is, it's best to run download the updates, update your installation to 1.46 and then install Resistance. When connecting to OFP 1.46 servers you will need to run the old OFP executable, when connecting to 1.75 resistance servers you would need to run the Resistance exe. I have no idea why you would want to play on old 1.46 servers when Resistance servers are out there but I leave that to you.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Intruder @ Sep. 02 2002,02:31)</td></tr><tr><td id="QUOTE">http://www.opflashpoint.org/maps.php 195 SP missions all reveiwed and rated, and info on what Island they take place on.<span id='postcolor'> SP? Operation Flashpoint has single player!?!? Ohhhh yeah... forgot about that..
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Doesn't work espectro, I tried it for Gameplanet a few months ago. I was told you edit the userconfig.cfg in the Administrator account of the server and put Cadetmode=1. This advice was from Suma, but I think he meant for people hosting, not dedicated servers. So for dedicated there is no way except to specify it when making the mission. The other way is to include the missions in your "pool of missions" that automatically get rotated through, there is an option to default cadet mode for the missions specified in server.cfg Regards,
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Sent it to the Gameplanet web server guy, we'll look into it when www.opflash.co.nz goes active. Regards,
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Hmm,, I've always avoid the via 4in1's, I always thought they were kind of dodgey, is the performance increase pretty good, and has anyone notice much of a realibility issue once they were installed?
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Yeah, it is simply a matter of Egor spending the time on it that's required to get it up. He is usually pretty busy and it's hard to make him see OFP as a priority when he doesn't even play the game himself.
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Ok, the following things need to be considered for this patch (just my suggestion): temp player profile size limit, definable by server.cfg #this is to define max size a player connecting has to download per/player already online. disable / enable custom sounds / faces. #this option should be present. To enable servers to decide whether these options are worth the reduced connection times and gameplay stalls. warning message for custom face / sounds size. #server.cfg option to limit connections to those players with sounds / faces within specified size limitations. At the same time displaying a message to those trying to connect explaining they must reduce the size of their sounds / face.jpg before attempting to reconnect. Error message should be optimised for most detailed description of what needs to be done for successful connection: e.g. PlayerX has been disconnected by Server (Custom Radio Sounds over server defined limit (%Size allowed by server% / %Size currently% / %difference% over limit. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">Suma has been disconnected from server (Custom player sounds over server defined limit (Current: 1024kb, Limit: 100kb)<span id='postcolor'> Reason for this message is people often do not know why they are unable to connect and simply keep trying to connect, they never resolve the cause of the problem and just try another server.
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Well I design a lot of missions for the server I admin. I am interested by the idea of having a "playground" of sorts for the dead players. I am pretty sure they are still "technically" in the game when as seagulls, the player vehicle is just changed from the soldier to the useless seagull. What I will do for all forthcoming coops is remove respawn, which I've always wanted to do. And have respawn set to an island. With guns and ammo and maybe some vehicles. Also a trigger that sets the rating of every player on that "playground island" to -100000 so they can have a deathmatch until the coop is finished. I will also go back and edit most of my other coops I think. I've always hated respawn and this is a really good way for me to get rid of it.