LaserGuidedBunnyRabbit
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Everything posted by LaserGuidedBunnyRabbit
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Pb with dedicated linux server 1.91c
LaserGuidedBunnyRabbit replied to vinci's topic in TROUBLESHOOTING
I'm still having trouble with this. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">lgbr:~/opflash$ ./server Segmentation fault <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">lgbr:~/opflash$ cat /etc/sysconfig/network HOSTNAME=ben2 GATEWAY=192.168.1.1 GATEWAY_IF=eth0 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">lgbr:~/opflash$ cat /etc/hosts 127.0.0.1 localhost.localdomain localhost 192.168.1.106 www.laserbunny.net ben2 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">root:~$ nscd root:~$ ps axu | grep nscd root    2340  0.0  0.0  1452  448 pts/0   S   02:30  0:00 grep nscd <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">root:~$ ifconfig eth0 Link encap:Ethernet HWaddr 00:01:02:CE:0E:57 inet addr:192.168.1.106 Bcast:192.168.1.255 Mask:255.255.255.0 UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:197791004 errors:64 dropped:0 overruns:42 frame:65 TX packets:198097865 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:100 RX bytes:3703551554 (3531.9 Mb) TX bytes:2488260732 (2372.9 Mb) Interrupt:12 Base address:0xec00 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:988 errors:0 dropped:0 overruns:0 frame:0 TX packets:988 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:152552 (148.9 Kb) TX bytes:152552 (148.9 Kb) Any help? -
Email me the files ([email protected]) and I'll put them up at http://lgbr.cjb.net
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I almost cried at the scene where Troska was trapped, why did he have to die? I HATE YOU BIS.
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Most people are fairly lazy, its what keeps TV alive, I sometimes like to sit down at a TV and see how much I can turn off my brain without falling asleep. Get on Counter-Strike and its a notch up, you run in, get some kills, and it all takes 1 minute, with that its just point and click. You might get a little bit more thought into BF1942, but not much. Most people dont have the mindset for making a plan and carrying it out. Take your average gamer, put him infront of a computer, and he's got a bad case of ADD. Two or three minute attention span.
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F4U Corsair one of my first models
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Dogfights, anyone?
LaserGuidedBunnyRabbit replied to LaserGuidedBunnyRabbit's topic in ADDONS & MODS: COMPLETE
hah, yeah, get the CSR thing a lot, I listened to it once or twice, but thats not where I got my name from. Anyway. I've textured the image a bit, in a dilema right now, I need to take the front and push it in a bit. Any ideas? I'm using 3D Studio Max. -
Cities, big ones
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Dogfights, anyone?
LaserGuidedBunnyRabbit replied to LaserGuidedBunnyRabbit's topic in ADDONS & MODS: COMPLETE
Updateage! -
Dogfights, anyone?
LaserGuidedBunnyRabbit replied to LaserGuidedBunnyRabbit's topic in ADDONS & MODS: COMPLETE
its a rough draft. I'm still working on it -
Removing ammo and fuel from a tank?
LaserGuidedBunnyRabbit replied to nailbighter's topic in OFP : MISSION EDITING & SCRIPTING
you can either open the properties on the tank and drag the slider(s) all the way left or use tank setFuel 0 RemoveAllWeapons tank Not sure if 2nd one will work -
Laser designator
LaserGuidedBunnyRabbit replied to SirCaleb's topic in OFP : MISSION EDITING & SCRIPTING
Here -
I've made an RPG for Operation Flashpoint, but, its buggy, so, if anyone wants to modify it, be my guest. Also, there are no quests or anything, so that would be an idea. Download
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Is there anyway to credit the player in the vehicle? Like, if you're the driver, and you run an enemy over, is there any way to credit ALL the unit(s) in the vehicle.
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Rating in vehicles
LaserGuidedBunnyRabbit replied to LaserGuidedBunnyRabbit's topic in OFP : MISSION EDITING & SCRIPTING
Excuse me, I meant rating. -
Execute script according to playername
LaserGuidedBunnyRabbit posted a topic in OFP : MISSION EDITING & SCRIPTING
in a map I have, there are 16 players, their names are p01, p02, etc. What I want to do is, when they step into a trigger area, that it executes a script according to their playername. I tried: (thislist select 0) addaction ["DoSomething",format("scripts\%1%2",(thislist select 0),"\DoSomething.sqs")] But that didn't work, any ideas? -
Execute script according to playername
LaserGuidedBunnyRabbit replied to LaserGuidedBunnyRabbit's topic in OFP : MISSION EDITING & SCRIPTING
no, each player has a different script to execute. -
Scripting dilema
LaserGuidedBunnyRabbit replied to LaserGuidedBunnyRabbit's topic in OFP : MISSION EDITING & SCRIPTING
Thats quite obvious, but how would I rearm the soldier? I did stuff like: goto (_this select 1) #p01 ?(_p01money => 500):p01 GiveWeapon HK ?(_p01money => 500):_p01money == (_p01money - 500) #p02.... That system didn't work very well, anyone got a better idea? -
Ok, what I have is, a system where people can buy stuff through the action menu, via their rating. There are 16 different players (and names) in the map starting with p01 until p16. Each play has his/her own variable for cash, _p01money..._p16money. When they buy a weapon, lets say the HK, and lets say it costs 500, it can get complicated, what I can do is tell who executed the action (_this select 1) which works quite well, but now I'm stuck, because I want it to check the player's cash, if its enough, remove all weapons, give him/her 3 clips and the gun, then subtract the ammount, any ideas for doing this in one script?
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Setting east and west to friendly
LaserGuidedBunnyRabbit replied to Mohamz's topic in OFP : MISSION EDITING & SCRIPTING
on the initialization field of EVERY soldier, just put: this setcaptive 1 should work -
Triggering detonation of mines
LaserGuidedBunnyRabbit replied to a topic in OFP : MISSION EDITING & SCRIPTING
It'll work with satchels -
Thats what OpFlash is missing! Dogfights and Submarines!
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Thats what OpFlash is missing! Dogfights and Submarines!
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Thats what OpFlash is missing! Dogfights and Submarines!
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How do i get an apc to act like the m113 in
LaserGuidedBunnyRabbit replied to Aculaud's topic in OFP : MISSION EDITING & SCRIPTING
If the behaviour is careless or safe (I think safe is one) they'll stick their heads out. Careless vehicles will shoot, but not careless infantry. -
How do i get an apc to act like the m113 in
LaserGuidedBunnyRabbit replied to Aculaud's topic in OFP : MISSION EDITING & SCRIPTING
set the APC's speed to limited, and behavior to careless