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L!nk07

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Posts posted by L!nk07


  1. I though .sqf scripts are much faster than .sqs scripts. What do you mean OFP scripts run faster?

    I tried running it on one computer. Here is my error:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">2 ArmA's running: CD-Key in use

    1 ArmA 1 Deticated ArmA Server: Invalid CD Keyb6...

    How did you bypass this? It pops up as soon as I join the server I created one the same pc.

    Any advice?

    L!nk out


  2. The CTI itself still needs a little attention. I played it for 1minute and then, lagggg. Nice dialog improvements and unit switch features though.

    IS the Resistance AI spawned when a player is near or is it prespawned?

    volkov956 :

    Sorry, I was refering to OGN's crCTI. So far there is nothing laggy about mine. The resitance in my CTI is not prespawned. When a unit enters a area around the town, the resitance is spawn. Still thinking of maybe reducing the groups when there is no one present in a town when the units have already spawn.

    Przemek_kondor :

    For now, L!nkCTI is 8vs8. Thats my beta testing version. If everything goes well, I will make it 32vs32 but with limited group sizes. Sry, should have been more clear.


  3. Was quite suprised when I saw it. I did not know there is a working JIP CTI out there.

    The CTI itself still needs a little attention. I played it for 1minute and then, lagggg. Nice dialog improvements and unit switch features though.

    I just started with JIP today. Imposible for me to know if it will work because I only have one pc to test it on. But if someone can help me one this, then it would help alot when I actually have to test it some time.

    Poping my questions on OFPEC about JIP.

    L!nk out.


  4. I figured the problem with ArmA CTI is the JIP.

    People join one side, play for 5 minutes, disconnect and join other side and tell everyone where enemy base is.

    Ok, I found way to prevent this from happening:

    When a player has already join a side he cannot disconnect and join the other side. The admin can decide if there should be a time delay before the player is allowed to join the other side.

    This way, he cannot give vital information to the other players.


  5. Well, my aim for L!nkCTI is to make it work in ArmA and ArmA2 etc. Working hard... Stay tuned for more news.

    P.S.

    More scripters can increase work load. Need someone experienced in server->client communication(public/client variables).

    I also don't know much about JIP yet.

    (My codes are simple and commented!wink_o.gif

    L!nk out.


  6. The main reason I'm making this is to make it ArmA compatible and make CTI WORK. I started making it in ArmA and I will use all the features that ArmA can provide me. Like the multiple gunner etc.

    I will always be a fan of CTI and thats why I want to make this work!

    What exactly when wrong in ArmA CTI? Maybe I can make it work again in LinkCTI.


  7. Hi everyone!

    Started this a few days ago. So far I think its pretty neat. Check out my video and let me know what you think. Anyone good enough is welcome to help me with this project. Just PM me, there is still a few things to be done before I can release this.

    What I have planned for L!nkCTI:

    Quote[/b] ]

    1. Stable JIP

    2. Many players (32vs32)

    3. Realistic warfare landscape (hedges, big cities, farms etc.)

    4. COOP (Full AI support)

    5. Map order (quick and effective)

    6. Scoreboard (dynamic)

    7. Multiple gunners support

    8. Base defences (SAM sites, Bunkers, Patrols)

    9. Easy conversion to any mod.

    10. Tactical AI meneuvers (Taking towns, defend/attack base)

    11. Resources (Power, Money etc.)

    12. Base templates.

    13. Artillery, Mortars, Missiles etc. (has boundries)

    14. Map strategies orders

    15. Patroling resitance

    16. Radio buying (need radio tower)

    17. Income ratio and money transfer

    More later..

    Expected in first release (v0.28_vanillaArmA): (1,5,7,9,11,15,16,17)

    Here the WIP video:

    Another WIP video of my latest featured map ordering system:


  8. I get a "while loop" error when I run the script for I think 2 minutes. I pops up at the top of my screen while playing.

    Inside the "while" loop is: sleep 1;

    It reads more or less like this:

    "while {(alive player)} # do"

    ^

    l

    here is the problem

    It does not specify what type of error it is. I just says "Error" and then the location of the problem. eg. line 27

    Driving me crazy....!!! >sad_o.gif

    Please help.


  9. Found a bug. The troops stop spawning after a hour or so. There seems to be a problem with the groups (arma groups are limited to I think 30 groups). I need to reset the groups every now and then. This will be fixed soon. Hope you have been enjoying this mission, I know I have. Let me know what you think.


  10. I've tried everyting... Can someone please help me. I'm making a "place and build" building script. When I place the object, it moves the object north(sometimes little east). I have no idea why this is happening. The local object is deleted but it won't make a difference because I set the position after I created it. This must be a bug.

    Here is my code:

    P.S. Its .sqf scripting and I am quite new to this so maybe the problems lies there.

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_dist = 10;

    _obj = "MASH" createVehicleLocal [0,0,0];

    _obj setdir (getdir player);

    build = player addaction ["Build","build.sqs"]; //this just makes place = false

    cancelaction = player addaction ["Cancel","cancel.sqs"]; //this just makes cancel = true

    place = true;

    cancel = false;

    while {place && !(cancel)} do

    {

    _dir = (getdir player);

    sleep 0.01;

    _obj setpos [(getpos player select 0)+(_dist*(sin _dir)),(getpos player select 1)+(_dist*(cos _dir)),0];

    _obj setdir _dir;

    };

    if (!(cancel)) then

    {

    _obj2 = "MASH" createVehicle [0,0,0];

    sleep 0.1;

    _obj2 setpos [(getpos player select 0)+(sin(getdir player)*10),(getpos player select 1)+(cos(getdir player)*10),(getpos player select 2)];;

    _obj2 setdir (getdir player);

    };

    I have tried assigning the positions to variables but not helping and also tried to just add the values to place the object where it belonged but I couldn't find the pattern.

    Maybe I can make just one object and stop updating the position when place = true. But that won't be multiplayer compatible (I think). Maybe there is away around that.

    Please help...

    Thx in advance,

    L!nk


  11. LCCE v2 (Link's Commander Conflict Engine)

    Never-ending battlefield between commanders and their troops. The first one to push their troops

    into the enemy base and destroy the tower wins.

    Read the manual to learn how to play...

    Gametype:

    Team Deathmatch

    Players:

    1-16

    Goals:

    Destroy enemy tower

    Addons required:

    -EditorUpdate_v102 (http://www.armedassault.info/index.php?cat=addons&id=53)

    -coc_markers (http://www.armaholic.com/page.php?id=1976)

    -LCCE_v1_Addon (included in zip)

    -LCCE_Island (included in zip)

    You can download the mission here:

    Mirror1 : http://www.armaholic.com/page.php?id=2192&a=dl

    Mirror2 : http://www.armaholic.com/page.php?id=2192&a=dl2

    BTW, be welcome to host this on any site if you want to.

    Changes from v1 to v2:

    1. New Map

    2. Rewriten the whole script to .sqf format

    3. Many bug fixes

    4. Reduced LAG

    5. More stable

    6. Skills added (RPG)

    LCCE_Pic3.jpg

    LCCE_Pic2.jpg

    LCCE_Pic1.jpg

    Enjoy,

    L!nk

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