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Posts posted by Postduifje
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We played a few games lasts weeks which turned out to be very nice, I can't wait to see what happens when the crowd gets bigger. With all these complaints on a lack of proper servers around here I would say there is quite some potential for great coops!
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Hi westy!
Nice to see some of the old faces around again, I'm looking forward to reminisce on things while getting our asses kicked by AI's. Are you sure we can't convince you to pull the dusty old OFP box out of the bottom shelf and get back into shape until that day arrives? ;)
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The new forum comes with some cool new options. Join the CiA Social Group to receive regular updates on the saltstick supply and kittens playing Nintendo DS!
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Wow, that is an excellent video there Kenwort, great job! Damn, now I really feel like playing OFP but will have to wait till next sunday for that, I think I'll play around in the editor for a bit
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Great games indeed! Thanks to all who joined, too bad we crashed during that last mission.
btw Variable, I changed that thing you suggested, choppers are now set to aware. thanks!
cya on Sunday!
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I am busy protecting next sunday evening free in order to play with you guys again, I really hope I can come to strengthen/weaken* the team!
* please cross whatever suits you
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For a brief moment with the match against Portugal I was confused there, but my mind is settled now once again...
The match was in the style we all know of Germany, I just hoped they made the transition to attractive total football two years ago but apparently they haven't. The match against Poland was okay, but all in all it took them only one great match to reach the finals. Even though up till today Turkey hasn't been playing all that great as well, at least they tend to make a great show of it. And today they completely stole my footballheart and made me root for them all the way (despite being a neutral spectator at start).
Ah well, I just hope whoever wins in the Spain-Russia match will become European Champion, they both have excellent potential and deserve it.
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Excellent match, had it all. Great one to watch for the neutral viewer. Portugal had the better players, Germany had the better team. Congrats to the latter
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Damn... hell of a party last night
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It was really nice to play with you all again, it had been a few weeks for me since I was able to do so. Hopefully I can make it on sunday as well, good games!
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You know, according to the mission list we're about halfway... we finished 328 out of 661 missions. Nice going
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I'm really sorry for that last mission guys... all that walking and then the anti-climax. I'll shorten it a bit and remove the question marks so we can get killed earlier like we are used to
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We had some good games yesterday. Did you manage to successfully finish that last one I was in, where we had to destroy the choppers with the pilots who were feeding the ducks? I liked that mission
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Thanks Sputnik, I hate to get kicked of out own server
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I'll open up a charity fund soon so you can all help me to finance my system upgrade which is required to play ArmA
Seriously, I really need to upgrade as I don't want to miss any of this...
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Ah that makes sense, thank you!
It seems to work, but now the markers and objectives remain in place as they need to be removed locally for each client I asume. I'll fix that by using the publicvariable command.
Thanks a lot, I was starting to go insane on this on.
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I made a mission which randomly removes some objectives when less than 15 players join in. It works fine on my system, but once put on a server it seems to show some weird behaviour. I really have no clue what I'm doing wrong, so maybe some of you can help me.
init.sqs:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if (("alive _x" count [f1,f2,f3,f4,f5,f6,f7,f8,f9,f10,r1,r2,r3,r4,r5,r6,r7,r8,r9,r10,p1,p2]) <= 15) then {[] exec "reduced.sqs"}
reduced.sqs:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">aa_rnd = random 2
if (aa_rnd >= 1) then {[] exec "aa_one.sqs"}
if (aa_rnd < 1) then {[] exec "aa_three.sqs"}
camp1_rnd = random 2
if (camp1_rnd >= 1) then {[] exec "camp_ruins.sqs"}
if (camp1_rnd < 1) then {[] exec "camp_pass.sqs"}
camp2_rnd = random 2
if (camp2_rnd >= 1) then {[] exec "camp_alpha.sqs"}
if (camp2_rnd < 1) then {[] exec "camp_bravo.sqs"}
town_rnd = random 2
if (town_rnd >= 1) then {[] exec "trosky.sqs"}
if (town_rnd < 1) then {[] exec "kvidla.sqs"}
exit
aa_one.sqs
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">obj4=true
"4" ObjStatus "Hidden"
deleteVehicle aa1_eastdead
deleteVehicle aa4
deleteVehicle aa5
aa6 setPos [0,0,0]
deleteVehicle aa6
deleteVehicle aa1_fire
deleteVehicle aa1_tent
deleteVehicle aa1_pallet
brdm2 setPos (getPos brdm)
"AA1" setMarkerPos [0,0]
exit
aa_three.sqs:
Quote[/b] ]obj6=true"6" ObjStatus "Hidden"
deleteVehicle aa3_eastdead
deleteVehicle aa7
deleteVehicle aa8
aa9 setPos [0,0,0]
deleteVehicle aa9
deleteVehicle aa3_fire
deleteVehicle aa3_tent
deleteVehicle aa3_pallet
brdm setPos (getPos brdm2)
"AA3" setMarkerPos [0,0]
exit
So either aa_one.sqs or aa_two.sqs is executed based on the value of aa_rnd. However, sometimes both aa sites are completely removed besides one of the markers... I can't understand how the script can remove all units but let the marker stay... From a search I understand that adding some delay will prevent the lag in multiplayer from messing up the script and skipping certain lines. However, this made no difference.
Anyone has some suggestions?
Thanks in advance, Post
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Here's some stats if the pics weren't enough to convince you hehe:There are some nice stats in that database
Data runs back to 1,5 years ago;
Games played: 1583
Total time: 24 days, 7 hours, 23 minutes
Average length: 22 minutes
Longest mission played: Mischief and Mayhem on Suursaari (29/06/2006): 3:23 hours (with only 2 players...)
Busiest night: 9/9/2007 (still rocking! ): 4 missions with 17 players, 1 with 16
Cumulated time on each island:
Maldevic: 3 days, 3 hours, 33 minutes
East Border: 3 days, 0 hours, 56 minutes
Nogova: 2 days, 20 hours, 10 minutes
Karjala: 2 days, 15 hours, 46 minutes
Suursaari: 2 days, 6 hours, 47 minutes
Al Maldajah: 1 day, 19 hours, 1 minute
Malden: 1 day, 13 hours, 45 minutes
Everon: 1 day, 6 hours, 38 minutes
Rukajarvi winter: 1 day, 5 hours, 4 minutes
Rukajarvi: 1 day, 4 hours, 46 minutes
Kolgujev: 0 days, 21 hours, 8 minutes
Winter Nogojev: 0 days, 21 hours, 0 minutes
Eastborder winter: 0 days, 20 hours, 5 minutes
Maldevic winter: 0 days, 15 hours, 29 minutes
Desert island: 0 days, 1 hour, 18 minutes
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Sure, we'll be up in a minute
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Indeed, we had some very nice games last night. I managed to survive through the first three episodes of Band of Comrades, which we completed in a very fast tempo. Some nice teamwork there, sometimes the incoming armor was destroyed before I even noticed it
Thanks for all that participated!
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Nice to be able to join again last night, after a long time without playing my favourite coop games. This tasts for more, so hope to make it again on sunday
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According to FDFMOD mission repository the author is someone named Slimer[FPS]. I don't know what his email is, maybe it's in the briefing note.
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Indeed, that was a great mission!
As I said earlier tonight, these are the kind of experiences that make OFP so bloody great. Thanks alot all who participated in this!
CiA co-op night
in ARMA 2 & OA - MULTIPLAYER
Posted
Great pics! It's a shame I couldn't be there, I'll make sure to have my Tuesday night free next week.