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law-giver

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Everything posted by law-giver

  1. law-giver

    UEFA Euro 2004

    Yep beckham has surely lost the plot. Not once did i see him lift the team against Portugal. The twat!
  2. law-giver

    UEFA Euro 2004

    Portugal are lucky to be in the final but well deserved. The refereeing has been abysmal. We need video refs as football is becoming a joke. And i hope portugal win as its easier for us english fans. And as for beckham  he should give up his captancy and give it to someone with balls not golden marbles. His wife for instance. My final words R O O N E Y!!!!! Oh and i'm writing to the FA asking if my kids who are 2 and 3 to take all future England penalties. It looks promising for England.
  3. law-giver

    a few new mfcti 1.16 maps

    Viper i have emailed you an updated Baracken version with the mash tent replaced with the green baracken hospital and grey for east. Had to play with the distance settings. Tested it on 6 respawns and it seemed fine, not touching any other buildings. I have left heavy armor, repair and ammo buildings as they are. The baracken observation post is working and spawns undamaged. Thanks for pointing that out. I missed those lines at the bottom of the script. East has a grey one and west has a green one. I took a screenshot but i didnt send it. Thats it for now ;-)
  4. law-giver

    a few new mfcti 1.16 maps

    Viper i emailed you a mock working baracken building setup. But was unsure what colour or types you wanted for east and west. I originally had green for west and grey for east in mine. If only they had pink. Oh well! I tested it and east and west works but let me know what the types and colours. Oh and i sent you your original 1-1 mission not the fixed 1 so the ai workers just stand around a while. Like i said it was just to show the baracken buildings working properly. So you can copy those files and edit yourself if you like. Or i'll send my fixed one with it included. And just to get you back viper i prefer mine to yours. Now i feel better. ;-)
  5. law-giver

    a few new mfcti 1.16 maps

    Yes m8 i basically put them back to the default settings from the original sqs file and it works perfectly. Which is what we all want i guess. You could play around with those settings but i personaly prefer the ones that will definatly build the aircraft factory etc. Plus my commander had 40000 and he didn't do shit before but now he does. I prefer that. Jon
  6. law-giver

    a few new mfcti 1.16 maps

    I have tested it twice now and both times it built the aircraft factory and all other buildings. In my version of vipers all damaged buildings from every town will repair after 20secs. I personally think it looks better. It looks cool watching them pop back to normal. Spooky. I will send it to viper and its up to him if he leaves it in. It would be nice to have it switchable on/off in the vote menu. Maybe i might surprise myself and have a go. I wrote down every building id. What a sad git. Not the walls and fences just buildings in each town. All of them! And only the Everon map. Not bothered about the others. But maybe viper will sort it out. Bless him. I haven't tried them. Baracken buildings worked fine. You may have to stand closer than normal to the light vehicle fact but it works and thats the main thing. Will be emailing it to him now after i put in the building id's for Meaux as i left them out. Silly me. I only played it until the aircraft factory was built and single player against the Ai. But its working. It's down to the man himself. And it's up to viper what he takes out or leaves in. But i will respect him and keep mine to myself. Jon  Update. I have emailed it to Viper today at 15.04pm UK time. Now we wait.
  7. law-giver

    a few new mfcti 1.16 maps

    Go into the main folder and edit the UpdateCommanderAI.sqs i leave it to you. It didn't take me long to suss it out. Hope that helps you. Gives you something to do. If you compare it to the original from MFCTI 1-16 it will help you solve it quicker. I will tell you if ya get stuck. Jon aka Tank-Buster
  8. law-giver

    a few new mfcti 1.16 maps

    I already emailed him but he never responded. But this was before i fixed it. I dont want to do anything without his permission but i'll email this fixed one and leave it to him. As i stated above i've included 3 baracken buildings command centre, barracks and light vehicle fact and also i think i changed the towers as well. I'm losing my mind. And i'm using the USMC markers. But i'm still playing around with that at the moment. I hope he likes what i've done. Dont want any credit as i'm too old for that, LOL. Is 34 old. Shit, i dont know anymore. Oh i'm just testing it again before i email it shouldn't be long as i deleted some start locations so you should start on flatter ground. As i hate it when you start on a steep slope and your base looks shit. I'm fussy like that. Ive done this to MFCTI 1-16 and Cleanrocks excellent 4.1 on Everon. Jon Â
  9. law-giver

    a few new mfcti 1.16 maps

    Right i have fixed everon and now it builds the aircraft factory and plays fine now. Also with the baracken buildings. I cant write scripts to save my life but i'd make a great detective. I'm more of a script ripper. Viper if you want me to email you fixed everon let me know. I put the baracken buildings in for ya and they work no probs. Keep up the good work m8.
  10. law-giver

    a few new mfcti 1.16 maps

    I play the one on everon and it builds everything but the aircraft fact and stops building any defenses etc. The ai carry on as normal but the commander quits his post so to speak. Hope he fixes this as other than these problems it looks promising. Looks like all or most of them have similar problems. But the everon cti doesn't seem to have as many problems as the others. Which is strange as he must be using similar scripts. I haven't played them as i cant be assed to download the addons etc. Probably just as well. I take it you guys are playing on your own like me?
  11. law-giver

    a few new mfcti 1.16 maps

    Yes i agree, i thought it was just me but my commander had 40000+ in his wallet after doin a post office job in Montignac and no aircraft factory was built and i was playing for over an hour. He just stood around with a fag in his mouth. All else seemed fine. My heavy tank factory etc was built, a few machine gun posts but not the aircraft factory. But thats what we're here for. Feedback. No doubt he'll look into it. Bless him.
  12. law-giver

    a few new mfcti 1.16 maps

    Yes i agree, i thought it was just me but my commander had 40000+ in his wallet after doin a post office job in Montignac and no aircraft factory was built and i was playing for over an hour. He just stood around with a fag in his mouth. All else seemed fine. My heavy tank factory etc was built, a few machine gun posts but not the aircraft factory. But thats what we're here for. Feedback. No doubt he'll look into it. Bless him.
  13. law-giver

    a few new mfcti 1.16 maps

    Crikey that was a quick response. I didn't even finish my beer. The ai commander built them amongst the trees maybe that was why. Like you said. And i was testing it offline. I have made a version with all the respawn markers on flat area's and away from trees. As i thought it sucked when they where being built on slopes. Took me a while but i saved the template. And using Baracken buildings and custom icons. Works a charm. Do you mind if i convert yours over to mine with my respawn markers etc. Will keep to myself. I only play offline these days due to cheaters etc. SHAME! Oh and i've just tried it as i type and it works. Should've done that in the first place. Too much beer! And its harder which is what i want, it took me 10 minutes to take a town and it was only a small one at that. Excellent job m8. Jon Â
  14. law-giver

    a few new mfcti 1.16 maps

    Crikey that was a quick response. I didn't even finish my beer. The ai commander built them amongst the trees maybe that was why. Like you said. And i was testing it offline. I have made a version with all the respawn markers on flat area's and away from trees. As i thought it sucked when they where being built on slopes. Took me a while but i saved the template. And using Baracken buildings and custom icons. Works a charm. Do you mind if i convert yours over to mine with my respawn markers etc. Will keep to myself. I only play offline these days due to cheaters etc. SHAME! Oh and i've just tried it as i type and it works. Should've done that in the first place. Too much beer! And its harder which is what i want, it took me 10 minutes to take a town and it was only a small one at that. Excellent job m8. Jon Â
  15. law-giver

    a few new mfcti 1.16 maps

    I have just tried one of your cti maps 1-1 on everon and the workers are just standing around doing nothing. It said light vehicle factory was ready but it was still crumpled up and un-usable. The ai soldiers started out fine but now some of them are standing still and the base is still not being touched by the workers. I asked one of them and he said they were on strike or something. Â
  16. law-giver

    a few new mfcti 1.16 maps

    I have just tried one of your cti maps 1-1 on everon and the workers are just standing around doing nothing. It said light vehicle factory was ready but it was still crumpled up and un-usable. The ai soldiers started out fine but now some of them are standing still and the base is still not being touched by the workers. I asked one of them and he said they were on strike or something. Â
  17. law-giver

    Mapfact nogova released

    I have to agree there. Just tried it myself and it's choppy as hell. It's fine walking through it. Just stay on the ground and dont move. My pc is no slouch. Just means i'll have to tell my missus i'm upgrading again. Every week!
  18. law-giver

    Mapfact nogova released

    I de-pbo'd mine and fixed it myself. Anyone who cant wait just de pbo the MAP_Noe_Cfg.pbo file and change the bottom id to [object 177666] exec {\JOF_Objects1\Radar.sqs} and pbo it up again. It fixes the radar tower in Krasnovia at the top of the map. As it wasn't there due to wrong id. Smart ass! Excellent work by the way. Job Done
  19. I found a small error, the light grenadier loadout shows an error with slots left. It was missing ,1 at the end of the lines in Karr-DLG-Loadout-Arrays.sqs in east and west loadouts under light grenadier. At the end just pop in ,1. It still worked but it didn't show slots left. Man am i fussy. Thats his RTS3 scripts. KaRRiLLioN must have forgotten under all the hard work writing those scripts. KaRRiLLioN this custom loadout is the dogs bollocks mate. Excellent work! Anyone who wants to use them and doesnt know how i'll send a sample mission if ya like. Ahh!
  20. law-giver

    Respawning?

    I use doolitles vehicle respawn although mine is different as i emailed him to solve the dead drivers/gunners etc from stopping vehicles respawning. He solved it bless him. Anyone who wants it, here it is. It will delete dead drivers etc instantly enabling the vehicle to respawn with drivers etc. Just put this in a vehicles init line [this] exec "vehicle.sqs" or [this, 30] exec "vehicle.sqs" Â Get the idea? Thanks to Doolittle. vehicle.sqs requiredVersion "1.91" ? not local Server : exit _obj = _this select 0 _pos = getPos _obj _dir = getDir _obj _type = typeOf _obj _group = group _obj _crew = [] "_crew = _crew + [typeOf _x]" forEach crew _obj "_x addEventHandler [""Killed"", {(_this select 0) removeAllEventHandlers ""Killed""; (_this select 0) setPos getPos (_this select 0); deleteVehicle (_this select 0)}]" forEach crew _obj #clear _t = 0 #alive ~3 ? not alive _obj : _delay = 120; goto "notalive" ? fuel _obj == 1 : goto "clear" ? count crew _obj != 0 : goto "clear" ? _t == 0 : _t = _time + 110 ? _t > _time : goto "alive" "_obj removeMagazine _x" forEach magazines _obj _obj setFuel 0 _obj setDamage 1 _delay = 10 #notalive ~_delay deleteVehicle _obj ~1 _obj = _type createVehicle _pos _obj setDir _dir ? count _crew < 1 : goto "clear" Soldier = [] _crew select 0 createUnit [_pos, _group, "Soldier = this"] Soldier moveInDriver _obj Soldier doMove getWPPos [_group, 1] Soldier addEventHandler ["Killed", {(_this select 0) setPos getPos (_this select 0) removeAllEventHandlers "Killed"; deleteVehicle (_this select 0)}] ? count _crew < 2 : goto "clear" Soldier = [] _crew select 1 createUnit [_pos, _group, "Soldier = this"] Soldier moveInGunner _obj Soldier doMove getWPPos [_group, 1] Soldier addEventHandler ["Killed", {(_this select 0) setPos getPos (_this select 0) removeAllEventHandlers "Killed"; deleteVehicle (_this select 0)}] ? count _crew < 3 : goto "clear" Soldier = [] _crew select 2 createUnit [_pos, _group, "Soldier = this"] Soldier moveInCommander _obj Soldier doMove getWPPos [_group, 1] Soldier addEventHandler ["Killed", {(_this select 0) setPos getPos (_this select 0) removeAllEventHandlers "Killed"; deleteVehicle (_this select 0)}] goto "clear" Anyone dont understand it i will email you a small demo. Bless me.
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