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Meusali

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Everything posted by Meusali

  1. Meusali

    Aircraft waypoints

    lol, so simple... thanks its working now
  2. Hello all, Im wanting to make an aircraft fly round a set path constantly, like in a circle. Â I have tried joining the waypoint at the end back to the aircrafts start position but it doesnt work and the aicraft just carries on flying in the direction it was facing once its completed all the waypoints. Can anyone help me out? Cheers Â
  3. I there an easy way of joining the peices of road and fence together in the mission editor with the editor update pack on? It seems extremely tedius having to check every second to see if they are lined up correctly.
  4. Meusali

    Joining roads & fences

    hmm I searched for 'road' but couldnt really find anything.
  5. Meusali

    A question on the mouse lag issue...

    nah still no luck. It doesnt matter anyway playing with Hardware T&L off is better than havin the mouse lag so ill just do that Thx for the help
  6. lo ppl Ive been reading through the forums and the flashpoint faq to try and reduce the input lag on my mouse while playing flashpoint. Â I only seem to get input lag when facing towards large areas of trees, mainly on the everon map. Ive been trying to disable the alternate depth buffering technique suggested by BIS but im not sure how to with the latest drivers, as the option isnt there. Â I have rivatuner but just need someone to tell me how to disable it in there. Im not sure if this will even work so can anyone else give me some more suggestions to try? Â Ive had the problem since buying my geforce3 over a year ago. Â Everything in my system has changed since then including motherboard and chipset. Â There was no problems with my old geforce2mx which seems odd. Ive also tried dissabling joystick support in the options for flashpoint and making sure there are no devices on the game controller options. My system is.... AthlonXP 2100+ (Palomino) Asus A7V8X Deluxe Asus V8200 Geforce3 (43.00 Dets Installed) Ive been through loads of different ones and the issue has persisted 512mb Winbond DDR 333 Windows XP Home - All updates installed (I had the input lag with Windows ME too) 80gb DiamondMax +9 Microsoft Intelli Mouse (plugged into USB) Thx for any help...
  7. Meusali

    A question on the mouse lag issue...

    Ive just found something quite interesting. If I run flashpoint without Hardware T&L the mouse lag totally goes away but instead the framerate is pretty low at the tree areas. It is easier to aim though.
  8. Meusali

    A question on the mouse lag issue...

    Thx for the reply but thats the faq im following already... I have tried every suggestion and the only one which helps slightly is setting the pre-rendering limit to 1. Â Even then the mouse lag is still pretty bad on the areas with heavy trees. Â Everywhere else is perfect. The only remaining thing to try is the depth buffering suggestion but I still need to know how to disable it with the latest drivers. Oh and ive also just trued using ps2 for my mouse but that doesnt help either. Ive tried many times before to solve this problem using a variety of different sources. Maybe its just my gfx card
  9. Is it possible to edit this respawn so that the vehicles respawn on the spot where they are destroyed?. Â The reason I ask is because im making a multiplayer race map for a bit of fun, and I dont want ppl gettin stuck because of wrecked vehicles. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">;Basic Vehicle Respawn ;By Doolittle ;Thanks to DeaDMeaT ;Set a vehicle's Initialization to ;[this] exec "respawn.sqs" ;That's it! _delay = 60 _vehicle = _this select 0 _dir = getDir _vehicle _pos = getPos _vehicle _weapons = weapons _vehicle _count = count _weapons #alive @!alive _vehicle ~_delay _i = 0 #rearm _weaponname = _weapons select _i _vehicle removeMagazine _weaponname _vehicle addMagazine _weaponname _i = _i + 1 ? _i < _count : goto "rearm" _vehicle setDir _dir _vehicle setPos _pos _vehicle setDammage 0.5 ~0.1 _vehicle setDammage 0 _vehicle setFuel 1 goto "alive" <span id='postcolor'> Any help appreciated
  10. so will that respawn ont the spot now? Thx a lot for the help m8
  11. lo all, I just want to knows how to make all the vehicles in my map indestructable without too much hastle? For a bit of multiplayer fun im making a race around one of the maps, but you can still shoot each other etc. It would help if ppl didnt keep puncturing their tires thanks for any help
  12. Anyone??? Someone has to know how to get around this
  13. Hmm still bo luck, nothing seems to happen when puncturing a tire or blowing it up. Tried getting out of the vehicle too.
  14. Thankyou Ill try it out later
  15. Anyone ?? Id be happy if I could just do a vehicle respawn if the vehicle got any damage, e.g. punctured tire. But it would need to respawn in the same place where it was damaged and not back where it started. Atm im using one where the vehicle respawns back in its original position if its blown up, but that aint really very good for a race
  16. I have added 3 streetlamps (using the editor upgrade) to a multiplayer ctf map that contains tanks etc. Is it possible to make the streetlamp indestructable so that they cannot be knocked over by tanks, or blown up? Thx for any help
  17. How about making it so that the vehicles do not clip with the Street Lamp. Like the flag poles, where vehicles just go straight through them. Is that possible to do?
  18. Like this? </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">[StreetLamp 2] exec "nodamage.sqs"<span id='postcolor'>
  19. ok, ive tried making a script file with the following code </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_lamp = _this select 0 #loop ~0.5 _lamp setdammage 0 goto "loop" <span id='postcolor'> And executing it in the streetlamps init field by entering </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">[this] exec "nodamage.sqs"<span id='postcolor'> Nothing seems to happen, street lamp still falls over when hit by a tank.
  20. I have made a CTF map and have included a resistance artillery cannon that I downloaded for both teams to use. My question is how to stop the AI that also plays in the multiplayer game from attacking this cannon? I have tryed making the resistance friendly to everyone in the section where you can change the wheather etc. but this does not seem to work. Thx for any help
  21. hmm, which .sqm file do you mean. Â Ive tried editing the mission.sqm file but no luck
  22. I have created a large team ctf map, and need the flag to respawn, after the flag carrier has died because as it gets really annoying having to search all over for it. Thanx for any help
  23. Thanx chartier , ill give a try.
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