Lt_Damage
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Everything posted by Lt_Damage
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Would it have undesired nasty results if I were to put a read-only on the folder that custom pics and sounds are uploaded to from the players? So maybe the \sounds\ directory cannot be written to therefore cannot lag people down when connecting.. Unless all this info just goes in tmp\Playername\ that would mean I would have to put a read-only on temp and that would not work.
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It worked fine in Russia because it's so damn cold they don't use CPU cooling technology over there.
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It worked fine in Russia because it's so damn cold they don't use CPU cooling technology over there.
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Weapons on the ground in resistance
Lt_Damage replied to Chomps's topic in OFP : MISSION EDITING & SCRIPTING
Probably not a good idea to request help in the same sentence that you tell them you modified their res.pbo file -
Ok no problem, I will ask the web server guy at Gameplanet and we'll look into getting it. www.opflash.co.nz is still a project in the works it'll probably be part of that once it's finished.
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Would it run on linux-based webservers? Thats our reason for not implementing it. Gameplanet runs non-windows based web servers. If it would run I'd be very interested, as I like providing new features for OFP gamers on Gameplanet.
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It's at Sainte Marie
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Oh yeah, I just remember seeing it when I downloaded your Editor update.
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I chucked it up on the Gameplanet server last night, we had a bash at it. Overall, it was well made, scripts worked and were functional. There is helmet cam, spy satellite deployable MG etc but these things did not help what was essentially a boring mission. These are great enhancements and would do well on a more interesting objective-based or CTF mission of a larger scale. Nice work though in any case, Regards,
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I thought it may have been one of yours Kegetys btw, I spoke to one of the BIS developers playing on the Gameplanet server last night, I asked if they would ever open up the editor objects officially so editor addons weren't needed, he said "No, never." Looks like we'll always need your help Kegetys, keep up the good work.
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When Resistance is installed it does not update the server executable. This must be copied from the Resistance CD.
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I don't have access to it at the moment but it's on the Gameplanet server. You can jump on, download it and move it from the TMP directory to the MPMissions folder opflash.gameplanet.co.nz Port : 2302 Regards,
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OPFLASH.GAMEPLANET.CO.NZ PORT : 2302 1.75 Operation Flashpoint Resistance Server. Free 24/7 technical support for all OFP gaming issues. Visit OFPNZ Website for more info! Our server is based in New Zealand with players coming from all over the world to play. Providing you have a ping under 500ms all are welcome to play. We have hundreds of custom missions online featuring the latest coops, CTFs, deathmatches and many more. New missions are going up daily, custom designed by the players and the admins. See you there. Regards,
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Hiding and making markers show up
Lt_Damage replied to Ex-RoNiN's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (InqWiper @ Aug. 23 2002,10:07)</td></tr><tr><td id="QUOTE">I moved my markers outside the map in the init.sqs then I moved them to objects when I wanted them to appear, if U have no object that U can move them to U could use a game logic. Just another way of doing it.<span id='postcolor'> That's pretty much how I did it, had them all at the bottom of the map, when it came time for the mission to update, I forced the map to display and did a setpos for the markers to defined points on the map, they "appeared" and then map was forced closed. Worked ok -
The difference between hold, gaurd, and sentry?
Lt_Damage replied to Aculaud's topic in OFP : MISSION EDITING & SCRIPTING
Maybe you should test it and let us know since you suggested it I would of but I'm at work So far I have been using guard waypoints, the way I do it is have multiple guard waypoints and have squads that are responsible for each area. Their "guard" waypoint has a radius that may take in two or 3 guard triggers, when those are trigger those units respond to that area, while the others remain on alert for the other guard areas. Its worked fairly well so far. Too well actually, a mission I made called "KilltheSpy", I was unable to test the ending properly because I could never get to the ending Even when I added about 50 west to storm them, their guard efficiency was that good that all of west died. :/ -
Do you know where this mission is downloaded from, and does it require any addons?
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I am VERY impressed with the new mission editor! The features like auto-complete for frequently used commands is fantastic. And enabling textures so you can find the runway at the airport is much easier One very important suggestion! Currently we need to use Kegetys' editor update to get access to much desired objects in the editor. It does not have to be this way! Can BIS simply unlock access to these objects when the Editor is in ADVANCED MODE and have the simple selection of standard objects available in EASY MODE?? This would solve a LOT of problems and at the same time answer the prayers of many mission makers. Addons are great, but on a public server there is just no way to get players to download them. Please help. Regards,
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Flaky flaky flaky.. double post somehow..
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Kegetys man, you really need to get your editor update pushed out to more people. Its a fantastic tool and makes mission creation a lot more interesting. Problem is getting everyone to download it. It's very small so I think it should be everywhere. What REALLY needs to happen is BIS to stop locking most of the objects from the editor, they should just open it wide when ADVANCED MODE is enabled, and close it back to normal (The normal selectable objects - without editor addon) when EAST MODE is selected.
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Anyone know where I can get some good DeathMatch missions for a Resistance Server? Gameplanet has plenty of CTF's I just need to add some Deathmatches, preferrably large ones, 10-30 players. Nogova is preferred but really any good recommended ones Cheers.
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How many players does the one that doesn't require addons support? Generally when I make multiplayer missions I name them 24_C_PARATROOPERS or something so they are easily chosen from the mission list for the current amount of players.
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I noticed the north american release thread was closed, because apparently "everyone" has Resistance now. While I do not give a toss about the accuracy of the moderator's statement I would rather just mention that New Zealand still do not have access to purchase this product. The import was stuffed up and as yet Resistance has not been rated for sale. The Office of Film and Literature will fine anyone selling it. As to why they'd bother when it's the same game only some extra features i really don't know.
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Multiplayer disabled player
Lt_Damage replied to anders@dac.se's topic in OFP : MISSION EDITING & SCRIPTING
There might be something that can check if a player is AI, when the multiplayer slot is left enabled for AI, it will leave an AI player. If it is disabled, the position is removed. I'm not sure if there is any way to tell that the AI or player position is there, except something like: naming each position, creating a trigger for each condition field: !alive playername and if it isn't alive, you know it's been disabled.. There are way more experienced scripters and such around so i'm sure they can fill in the blanks -
Beta testing some new missions I've made for Resistance. Missions available from Gameplanet Mission Editing Forum Feedback is much appreciated. Regards,
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Beta testing some new missions I've made for Resistance. Missions available from Gameplanet Mission Editing Forum Feedback is much appreciated. Regards,