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Sexacutioner

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Everything posted by Sexacutioner

  1. Sexacutioner

    GRAA Modpack 3.0

    Do I need to install something like Llauma in my addons for this to work? Been trying with the heads option on/off but I cannot get the player head to look correct. The texture is wrapped around it weird. Non-player characters look fine and have a new head model. If I create a soldier as a non-player in the editor and right next to it create a soldier as the player, the non-player looks fine but the player is messed up looking. Also if I try to do a multiplayer game, all players have messed up head textures as well.
  2. Ha! You'd be surprised the drives are actually pretty quiet. As usual my graphix card drowns out all the rest :).
  3. Just stumbled on this thread and thought I would put in my 2 cents on how the game works for me... I run 4 7500rpm HDD's in RAID 0. I was doing this before I installed the game, but with all max settings it runs smooth like butter. I don't have dual graphics cards or quad core or any of that nonsense. I've ran multiple drives for awhile because HDD speed is usually where games lag anyway. My friends with dual/quad whatever are surprised that I can run games better than them, well you just have to start at the source and that's loading from the hard drive. It also helps to have your system set up correctly: http://www.tweakguides.com/TGTC.html By the way, 4 250GB hard drives can be found cheaper than 1 TB drive. Save money, more speed, win/win!
  4. Sexacutioner

    Ammo disappearing in crate

    Ahh yea, I was clearing the crate before but didn't copy that part of my script. I'll try adding only the HuntingRifle and one other gun to see if it has anything to do with the capacity of the ammo crate.
  5. Sexacutioner

    Ammo disappearing in crate

    Just simply adding some weapons and magazines: WCrateMainGuns addweaponcargo ["MM1",1]; WCrateMainGuns addweaponcargo ["M21",1]; WCrateMainGuns addweaponcargo ["HuntingRifle",1]; WCrateMainGuns addweaponcargo ["FAL",3]; WCrateMainGuns addweaponcargo ["m16",10]; WCrateMainGuns addweaponcargo ["steyr",1]; WCrateMainGuns addweaponcargo ["m60",3]; WCrateMainGuns addweaponcargo ["6g30",5]; WCrateMainGuns addweaponcargo ["m16grenadelauncher",50]; WCrateMainGuns addweaponcargo ["pk",10]; WCrateMainGuns addmagazinecargo ["MM1Magazine",5]; WCrateMainGuns addmagazinecargo ["FALMag",200]; WCrateMainGuns addmagazinecargo ["m16",500]; WCrateMainGuns addmagazinecargo ["steyrmag",10]; WCrateMainGuns addmagazinecargo ["m4",50]; WCrateMainGuns addmagazinecargo ["pk",500]; WCrateMainGuns addmagazinecargo ["m60",500]; WCrateMainGuns addmagazinecargo ["6G30Magazine",50]; WCrateMainGuns addmagazinecargo ["M21",500]; WCrateMainGuns addmagazinecargo ["SVDDragunov",5]; WCrateMainGuns addmagazinecargo ["HuntingRifleMag",1]; So if I go up to that crate and grab the hunting rifle (which has only one mag added) it has me holding a hunting rifle with a full magazine. If I grab another gun ("Take xxx drop hunting rifle") and then grab the hunting rifle again ("Take hunting rifle drop xxx") then there is no more ammo for the hunting rifle.
  6. Hello all. I'm trying to test my multiplayer mission using one pc with two instances of flashpoint running. It seems to work ok, except I get a message "original games do not fade" when my other instance joins the game. This is their odd copy protection kicking in. Anyway, I've read that the fade affects gameplay, and was wondering if it will be ok to check things like my variables this way? I don't need to play the game I just want to test out my multiplayer scripts. Thanks.
  7. Thanks for the help guys!
  8. I don't get the message in a normal game, just when testing on the same computer with the same copy. My question was though if this will effect my script. If it's ok to test scripts this way.
  9. Hello all! It's been quite a long time since I got the bug to work on some OFP, but after a long break I'm hooked again. I have an editing question for you all. Is there a way to code (advanced is fine) someone into carrying an object. What I am working on is making a gas can for my level and importing the object into the game. I would like the player to be able to fill up the can at the gas station and walk it to their vehicle. However, I would also like someone else to be able to shoot the can their are carrying, causing a hollywood style explosion. I think their might be a way to do it if the can was treated as a weapon, however then I don't think I could tell if it was shot or not. Any suggestions?
  10. Sexacutioner

    Carry an object (gas can)

    Haven't had a chance to check it out yet. Got caught up in making an island for my game and haven't started the actual game script stuff yet, but I will when I get there!
  11. Ok, I tried searching for this since I figured it must be a common problem being I have just started modeling, but either didn't know what to search for or couldn't find it. Here's the problem. I create a model and then Geometry LOD for the model. I give all the objects in GEO names "Component01" etc...and weight. When I test in game, if I walk up to it, the GEO seems to be working fine, not allowing me to go through parts that are there, however if I am in a helicopter it can fly right through it as if it weren't there at all. My config is set to inherit house, although I don't think that's the problem since I have de-pbo'd a tower model of someone elses and tried it with my config and theirs worked so it must be a problem with my Oxygen model. I've even tried it with something VERY simple. I made a tall rectangle (about as tall as normal towers) and copied the LOD to GEO LOD and named the big rectangle "Component01" then applied weight. Same thing, person is blocked but heli flies right through. Any idea what is causing this?
  12. Sexacutioner

    Heli Flies through structure but person doesn't

    Thanks alot for the help man. I really don't know what was happening, but I started over with a new .pbo and did the exact same thing and then it worked. I tried a couple more things and they worked too. Maybe something got messed up in my file? Thanks for the help! -Shawn
  13. Sexacutioner

    Heli Flies through structure but person doesn't

    Yea, I've tried having the program name them or naming myself both. Also tried the other suggestions and no go. It's only one square though. I made it simple after my complex model didn't work and still can't get it. http://metalblend.com/pole.zip There's the file if anyone wants to have a look. Contains the uncompressed and compressed .pbo. You'll notice that collision detection works with men and vehicles, but a helicopter will fly right through it. I don't know what else I can do.
  14. Sexacutioner

    Change Player Speed on Ladders

    Ok, this is a shot in the dark here, but is there any way in config or something that you can change the speed in which a player climbs ladders. Here's what I'm working on. I'm making a sniper type multiplayer island area that is an area with a bunch of steep cliffs. I want the players to be able to climb up to different areas of the cliffs for different sniping positions so I decided to just make some big ol' ladders in oxygen. The only problem is once I made one huge ladder, I realized that it was just as fast if not faster to crawl up the side of the cliff so it kinda defeats the purpose of having ladders. Any ideas?
  15. Sexacutioner

    Trouble importing islands.

    Yea, I'm working in wrptool now too, but unfortunatelly you can't reload that file in wrpedit. Wrptool is great for making roads and textures, but you can't set any ground flags.
  16. Sexacutioner

    Trouble importing islands.

    So far no form of wrp works for me. I have exported a .wrp file from wrpedit, wrptool and visitor itself and none of them can be imported into visitor without getting the flashpoint.exe has generated errors message.
  17. Sexacutioner

    Trouble importing islands.

    Yea, I just installed it on another system and same problem. Â So far I've tried windows xp and windows 2000 with both getting an error. Â Both computers have an EVGA Gforce 5900 too. Come to think of it, I don't think I applied a no-cd patch but just assumed I did since it didn't ask for cd.
  18. Sexacutioner

    Trouble importing islands.

    I have GOTY 1.96 as well, without the kege's dll. I also have a no-cd crack (as I try to do with all my games for convenience). If anyone else has a no-cd crack with the same problems too I will try re-installing, otherwise might be a problem with GOTY edition or the 1.96.
  19. Sexacutioner

    Carry an object (gas can)

    Thanks man, I'll check it out!
  20. Sexacutioner

    Trouble importing islands.

    Looking at how old this is, I have a feeling I will never get help with this....which sucks because visitor is what I want to use because I'm just editing an existing official island for a multiplayer game and the view in buldozer is much easier for making landscape changes than wrptool or wrpedit for me.
  21. Sexacutioner

    Trouble importing islands.

    Same thing happens to me. Says error occured in flashpoint.exe....
  22. Sexacutioner

    Carry an object (gas can)

    ahh, ok well thanks anyway. The best I can come up with so far is gas can as a weapon and when the weapon is in the players hands then if the player takes any dammage he blows up, but I'd much rather have it more accurate with the gas can as an object.
  23. Ok, I'm working on some stuff for a multiplayer map that is starting to make me crosseyed. Now, I've just made a small map with a few things to test out like: an open/close door feature a radio that can be turned on/off an ai guy that you can have join your side, or leave various other things All works fine untill you jump in multyplay. Â Then I realize that everyone is running their own instance of the scripts. So if I put this in the initulization field of something... </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">this addaction ["open door","opendoor.sqs"]<span id='postcolor'> and the script opendoor.sqs runs a little thing to move a wall and set a global variable to tell the door is open then whoever ran the script (opened the door) is fine and the door is considered open on their machine, but on everyone elses machine the door looks open but is considered closed. Here's a simpler one: Â If someone turns on a radio, on their machine it is on and on everone's else it is off until THEY turn it on. So basically everyone gets their own version of the game, and it gets really screwed up. Here is the mission I was messing around with if you wanna see what I mean: My Multiplayer Test Might need an addon or too, sorry but didn't have time to look through my TON of addon's to see. Anyway, I think I have heard somewhere about server/client side scripting or something that would help my problem. Â I have been searching this forum with no results. Â If there is someone that knows a good way to link these scripts together, please help me. Â I can do nothing without this knowledge. Laters.
  24. Sexacutioner

    Mutiplayer map guru needed

    Nah, don't care, long as you have the server space.
  25. Sexacutioner

    Mutiplayer map guru needed

    Thanks dude, by the way your link wasn't IE formatted (%20 for spaces), but I managed. I got the download now, so you can remove it from your server when you want to.
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