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Rexxenexx

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Posts posted by Rexxenexx


  1. Take your time MC. I know how it is to be on the recieving end of the "When is it going to be finished?" bombs! I made a couple car addons for another game and got RAILED DAILY on MSN with the exact same question! "When is it gonna be done?"  wow_o.gif  "Where can I download it?"  crazy_o.gif . Ignore 'em and enjoy life!

    I love the Pelican clip. For sure I'll make some coop missions for this mod (even though I haven't made any ofp mission for 2+ years tounge_o.gif ) Halo is just too pimp. Keep up the quality work man, its all in good fun.  wink_o.gif


  2. Thx buddy it worked!

    I loaded it like so:

    truck1 addWeaponCargo ["Binocular", 2]

    truck1 addWeaponCargo ["M16", 2]

    truck1 addMagazineCargo ["M16", 6]

    truck1 addWeaponCargo ["M60", 2]

    truck1 addMagazineCargo ["M60", 6]

    truck1 addWeaponCargo ["G36A", 2]

    truck1 addMagazineCargo ["G36Amag", 6]

    truck1 addWeaponCargo ["M21", 2]

    truck1 addMagazineCargo ["M21", 6]

    truck1 addWeaponCargo ["AW50F", 10]

    truck1 addMagazineCargo ["AW50FMag", 6]

    truck1 addMagazineCargo ["Pipebomb", 6]

    truck1 addMagazineCargo ["Timebomb", 6]

    truck1 addMagazineCargo ["Mine", 6]

    truck1 addWeaponCargo ["LAWLauncher", 2]

    truck1 addMagazineCargo ["LAWLauncher", 6]

    truck1 addWeaponCargo ["CarlGustavLauncher",2]

    truck1 addMagazineCargo ["CarlGustavLauncher", 6]

    truck1 addWeaponCargo ["AT4Launcher",2]

    truck1 addMagazineCargo ["AT4Launcher", 6]

    I can't wait to hear the triggerhappies cry "WHERES THE AMMO"......."WE'RE OUT OF AMMO!!"

    hehehehe tounge.gif

    I would LOVE to know too how much wep/ammo a veh. could hold!? confused.gif

    I guess for now I'll slowly increase the ammo count till the truck poos again biggrin.gif

    Thx again man!


  3. Sorry I searched but couldnt find the answer, I thought it was a common bug. Anyway, I loaded a truck with weapons and anytime anyone gets something from it ammo packs appear all over.  crazy.gif  The contents are what the player had before getting the new weapon.

    TIA

    Rexxenexx

    EDIT:

    this is what I put in the init.sqs

    truck1 addWeaponCargo ["Binocular", 20]

    truck1 addWeaponCargo ["M16", 10]

    truck1 addMagazineCargo ["M16", 20]

    truck1 addWeaponCargo ["M60", 10]

    truck1 addMagazineCargo ["M60", 20]

    truck1 addWeaponCargo ["G36A", 10]

    truck1 addMagazineCargo ["G36Amag", 20]

    truck1 addWeaponCargo ["M21", 10]

    truck1 addMagazineCargo ["M21", 20]

    truck1 addWeaponCargo ["AW50F", 10]

    truck1 addMagazineCargo ["AW50FMag", 20]

    truck1 addMagazineCargo ["Pipebomb", 40]

    truck1 addMagazineCargo ["Timebomb", 40]

    truck1 addMagazineCargo ["Mine", 40]

    truck1 addWeaponCargo ["LAWLauncher", 10]

    truck1 addMagazineCargo ["LAWLauncher", 20]

    truck1 addWeaponCargo ["CarlGustavLauncher",10]

    truck1 addMagazineCargo ["CarlGustavLauncher", 20]

    truck1 addWeaponCargo ["AT4Launcher",10]

    truck1 addMagazineCargo ["AT4Launcher", 20]


  4. I thought I'd try to make a spawning script cause one of my missions takes a while to load and is kinda slowin down. I set most of the enemy to hold (takes less cpu cycles right?), but it still seems to slow down the computer a bit. Not much but you can tell its having an effect. I got troops and gim tossers all over Nogova and the game seems to pickup the more you kill. Which leads me to the script I just made -below-. I was wondering if you all could give me tips or clean it up!

    TIA!!

    Some probs I have is how do I make them move after they spawn. I tried group move pos and I also tried to make a waypoint with the first soldier, but they all just spawn and stand around.

    here is the code:

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    ;create a Marker (Empty) where you want the troops to spawn from then name it - ex: spawn_01 -.

    ;

    ;Create a Trigger and put the next line in the On Activation field.

    ;[groupName,"spawnMarkername"] exec "spawngroups.sqs"

    ;Where "groupName" is the name of the group you want - ex: eastgrp_01 -

    ;and "spawnMarkername" is the name of the Marker - ex: spawn_01 -

    ;

    ;Create a soldier of the side you want to spawn.

    ;In the soldier init field put: groupName = group(this);deletevehicle this

    ;-ex: eastgrp_01 = group(this);deletevehicle this-

    ;

    ;

    ;

    ########################-Soldier Type-########################

    _soldiertype = "SoldierE"

    ##############################################################

    _grpname = _this select 0

    _grpspawn = _this select 1

    _unitArray = units _grpname

    _unitcount = count _unitArray

    _grpname setSpeedMode "FULL"

    _grpname setBehaviour "AWARE"

    _grpname setCombatMode "RED"

    _gcount = 0

    #loop

    ~2

    _soldiertype createunit [getMarkerPos _grpspawn,_grpname]

    _gcount = _gcount + 1

    ?_gcount == 11 :goto "end"

    goto "loop"

    #end

    exit

    <span id='postcolor'>


  5. Damn where are U guys when I'm playing!!!  tounge.gif

    Nothings better than working as a TEAM and everyone having around the same score. I always get one or two monkey nutz running around trying to rack up the enemy troops only to die and have the enemy flank the rest of us phehehhe biggrin.gif


  6. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Prospero @ Nov. 22 2002,17:17)</td></tr><tr><td id="QUOTE">Yes, I am working on an aimable piss/poop script/add-on.

    Prospero<span id='postcolor'>

    OMG SWEEEEET!!!!

    smile.gif  smile.gif  smile.gif

    How far along are you? If you need some testing you can upload it to my message board on a thread and call it Beta0.1 or something so ppl could report on it!.  wink.gif

    I'll totally add it to all my missions!!!


  7. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">If you're using the north airport you can't have AI take off there.  Start them already flying if you want the north airport for them to start.

    <span id='postcolor'>

    This is a MP mission where everyone starts on the ground, just if the pilots are AI I made them get in automatically and head towards a southern russian base to bomb it. If they started in the air the mission would be over in 3 min.

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">And why did you wait three months to post<span id='postcolor'>

    This was off my thread tracker a while back.

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">WTF does that even mean?<span id='postcolor'>

    I didn't want to put "TTT" -if you don't understand that then I can't help you  tounge.gif

    Actually I wonder if a developer could respond about this?? That would be the icing on the cake. wink.gif

    But thanks Jamesia for the input. I guess it would if their can only be one landing strip on a map. This would be something the developers could fix in a update seeing how ppl are getting into map making.


  8. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Spiz14 @ Oct. 25 2002,12:28)</td></tr><tr><td id="QUOTE">how do you install these dedicated servers, i tried with 1.87 and 1.88 but it just wont work, when i run the server it says something about resource file. Please go into detail, the readme isn't very clear.<span id='postcolor'>

    a sure fire way for 1.88b.

    1.Reinstall orig OFP CD (delete folder if still there after uninstall-IOW make sure you are "CLEAN" before reinstalling)

    2. Install Res CD

    3. Download 1.88b and extract files to OperationFlashpoint directory. It should overwrite some stuff.

    4. Edit sample.cfg if you want or just double click FlashpointServer.bat to try it out (Use another computer to try and login to the server; the name of the server will be your computer name if you didn't edit the sample.cfg).

    5. If you want to safely customize the sample.cfg then you can do this:

    -copy FlashpointServer.bat and sample.cfg and rename to MyServer.bat and my.cfg

    -bring MyServer.bat into notepad and change sample.cfg to my.cfg

    -read this and this for more info on editing the my.cfg file.

    Hope this helps  biggrin.gif

    EDIT:

    Just to make sure you know, You SHOULD run the bat file ONLY -which is like a shortcut telling the actual FlashpointServer.exe to use the my.cfg/sample file- for it to work. You DONT run the exe by itself.

    Here is my servers cfg file so you can compare:

    // add a line password="{password}" here to assign a password for this session, which everyone who wants to join the game will need in order to connect

    passwordAdmin = "WOULDNTTHISBEFUNNYIFITWASMYADMINPASSWORD"; // Admin password

    hostname = "Cali Resistance Server [Co-op]";

    maxPlayers = 10;

    motd[]=

    {

           "Welcome to Cali Resistance Server",

    "Goto www.ROEMEDIA.com for mission downloads, server info, and messageboards",

    "MISSION PACK #1 VER2.1 now available, downloading missions will speed-up your loading time",

    "Delete/overwrite your temp copy of missions with finals from www.ROEMEDIA.com as they might have been updated",

    "All missions are CO-OP and NO there are NO RESPAWNS in any mission on this server",

    "Team killing will result in being banned! Post ID#'s on the messageboard for banning",

    };

    motdInterval=5;

    class Missions

    {

    class Mission00 // any mission name here

    {

    template = CQ1_1-9c_VitalProtect.Eden;

    cadetMode = 1;

    param1 = 600;

    param2 = 50;

    };

    class Mission01 // any mission name here

    {

    template = CQ2_1-8c_TigersMeaux.Eden;

    cadetMode = 1;

    param1 = 600;

    param2 = 50;

    };

    class Mission02 // any mission name here

    {

    template = CQ3_1-8c_MIARescueV3.Eden;

    cadetMode = 1;

    param1 = 600;

    param2 = 50;

    };

    class Mission03 // any mission name here

    {

    template = CQ4_1-9c_Outcast.Noe;

    cadetMode = 1;

    param1 = 600;

    param2 = 50;

    };

    class Mission04 // any mission name here

    {

    template = CQ5_1-8c_NoCrossing.Noe;

    cadetMode = 1;

    param1 = 600;

    param2 = 50;

    };

    class Mission05 // any mission name here

    {

    template = CQ6_1-8c_VelkaRaid.Noe;

    cadetMode = 1;

    param1 = 600;

    param2 = 50;

    };

    class Mission06 // any mission name here

    {

    template = CQ7_1_8c_SeizeMirov.Noe;

    cadetMode = 1;

    param1 = 600;

    param2 = 50;

    };

    class Mission07 // any mission name here

    {

    template = CQ8_1-9c_HotZone.Noe;

    cadetMode = 1;

    param1 = 600;

    param2 = 50;

    };

    class Mission08 // any mission name here

    {

    template = CQ9_1-10c_LoukovAirStrike.Noe;

    cadetMode = 1;

    param1 = 600;

    param2 = 50;

    };

    class Mission09 // any mission name here

    {

    template = CQ10_1-9c_Brainwashed.Noe;

    cadetMode = 1;

    param1 = 600;

    param2 = 50;

    };

    class Mission10 // any mission name here

    {

    template = INF1_1-8c_CalmStorm.Noe;

    cadetMode = 1;

    param1 = 600;

    param2 = 50;

    };

    class Mission11 // any mission name here

    {

    template = INF2_1-8c_VulturesNestv3.Noe;

    cadetMode = 1;

    param1 = 600;

    param2 = 50;

    };

    class Mission12 // any mission name here

    {

    template = INF3_1-8c_Sidewinderv2.Noe;

    cadetMode = 1;

    param1 = 600;

    param2 = 50;

    };

    class Mission13 // any mission name here

    {

    template = INF4_1-9c_SlicethePie.Noe;

    cadetMode = 1;

    param1 = 600;

    param2 = 50;

    };

    class Mission14 // any mission name here

    {

    template = StandOff.Noe;

    cadetMode = 1;

    param1 = 600;

    param2 = 50;

    };

    class Mission15 // any mission name here

    {

    template = StandOff2.Noe;

    cadetMode = 1;

    param1 = 600;

    param2 = 50;

    };

    // descriptions of more missions may follow

    };


  9. Ok got it to work, I reinstalled OFP and Res and applied 1.88 and now it works perfectly! Good improvement overall. Their was just one hickup when three guys in a jeep couldnt get out for about a minute. Everyone else could run around w/o any probs and lookn' laugh at them, those guys could talk and gunner in the jeep could shoot(not move). And none reported a red box. after the minute or so they all popped out at the same time wink.gif and everyone was good again. Very cool! I wouldn't call it a problem considering I only have DSL and I think some had 56k connecting to it tounge.gif


  10. I'm getting "connecting...wait for server" at the bottom of user selection screen and no mission starts. the motd shows and I can login as admin and see all the missions, but when I try to start one I get to the same "connecting...wait for server" screen.

    Anyone know what could be wrong?


  11. Thx Stats Worthy!! <-got it right this time  biggrin.gif

    I'm still checking this thread.

    I just finished MANY of my missions and uploaded them to my site FINALLY  tounge.gif  . I didn't use the naming deal we're talkin' about here, that's ok I guess. I didn't wanna even do the bob sideChat "(Bob) Hi!" thing. It would look funny. I'm just gonna do two more Infiltrate missions -just finished one and testing it now- then stop till BIS makes a new ver. after 1.85 cause right now things are iffy.  wink.gif

    I had the Flashpointserver.exe crash two of my missions, but now they work fine, so i dunno. All I did was set the Priority to "High" on FlashpointServer.exe and everythings good. I sent the error reports to BIS to see if they can figure out what happened, but haven't got anything back yet. Oh well, no biggie  smile.gif


  12. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (RED @ Oct. 12 2002,09:20)</td></tr><tr><td id="QUOTE">Try switching AssignAsCargo to moveincargo to see if that works.

    RED<span id='postcolor'>

    Yea it works with the moveincargo. All I need to do is make a getin waypoint and they properly getin. So I guess it has something to do with assigningascargo they get fixed into cargo pos. I tried adding:

    unassignVehicle s1

    unassignVehicle s2

    unassignVehicle s3

    unassignVehicle s4

    unassignVehicle s5

    unassignVehicle s6

    unassignVehicle s7

    unassignVehicle s8

    at the top of the script, and then calling the script at every waypoint I want them to getin. But that didn't work, they just walked to the next waypoint ignoring the script.

    anyone else got a tip??


  13. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kegetys @ Oct. 16 2002,11:21)</td></tr><tr><td id="QUOTE">Access Violations really dont need to have anything to do with faulting hardware... Our server started to do the same kind of crashes after 1.85, in missions which worked fine with 1.75<span id='postcolor'>

    Exactly Kegetys!

    They did work perfectly in standalone server 1.75.(btw thx Kegety for making the spec. script biggrin.gif I use it in some of my missions)

    I tested all the missions and only the two crash the new server.exe. BUT (very strange) I set the Priority in the Task Manager to "High" on FlashpointServer.exe and went through both missions with no problems! I then set in to "Normal" and still the missions worked perfectly confused.gif I even reset both the server and my client computer and off the bat the missions work perfectly. I'm going to send the files to support anyway just in case someone else runs into this, or you never know it could crop up again on my server wow.giftounge.gif

    Thx guys

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