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Postduifje

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Posts posted by Postduifje


  1. 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!


  2. 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? ;)


  3. 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 wink_o.gif


  4. 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!

    - Post


  5. 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.


  6. 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


  7. 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


  8. Here's some stats if the pics weren't enough to convince you hehe:

    http://stats.swec.se/ofp/server.php?server=1857

    There are some nice stats in that database wink_o.gif

    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


  9. 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 wink_o.gif

    Thanks for all that participated!

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