suchey
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Everything posted by suchey
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I dont think they differentiate sound.
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Its the ghosting issue...they know about it and from what they are reporting in the sticky thread at the top of this board in regard to the test server, they have located the problem. Hope the new patch comes out soon.
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add the following line to your init.sqs file: estimatedTimeLeft Param1 thats all there is to it
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the server never goes above 50...so your score isnt too bad...the recommended level is above 15.
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I remember reading in various interviews about some items that were to be included with Resistance such as laser scopes, the shotgun as a weapons class, configurable tanks (whatever this meant), additional boats, etc...I think that we have all determined that BIS ran out of time in development, however, I was just wondering if any of these additional features would make their way into the game via patches. Thanks in advance.
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I was looking forward to a decent combat shot gun...hope some of this stuff makes it in the game in the patches
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any word on the fix? Has the ghosting problem vanished ( no pun intended
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This thread here covers a couple different ways of achieving a similar effect. Although the thread mentioned above is geared toward addactions, the same basic principles apply. Goof luck! Hope it helps!
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RealTime Server Query (RTSQ) for OFP,released to public
suchey replied to LordNam's topic in MULTIPLAYER
OK...I have it zipped up into a mod package at work...Ill post it when I get to the office on Monday. -
Adding streetlamps in resistance
suchey replied to TumZ's topic in OFP : MISSION EDITING & SCRIPTING
if you use the setpos with an object already present on the map, the object will remain where it was placed until resistance is restarted...so you may want to be careful with this method as it may effect any mission played after. -
RealTime Server Query (RTSQ) for OFP,released to public
suchey replied to LordNam's topic in MULTIPLAYER
ahhhh...thanks for the heads up...seemed to be a Netscape issue with the refresh function...I have set a default refresh now that should ensure that it will not keep churning. Thanks again! -
RealTime Server Query (RTSQ) for OFP,released to public
suchey replied to LordNam's topic in MULTIPLAYER
I have added a user adjustable refresh rate and alarms to the query which allow a player to receive an audible alert on the following coditions: server not full server not empty current missions ends (new mission starting) these are nice if you get into a game early and have to wait for 30 minutes before you are able to actually play...with the alarms you can alt tab out, load up the query, and do whatever you need to do until the alarm lets you know its time to play You can see the revision HERE If anyone is interested, post here I will remove our server specific items from the code and make it available. Thanks again for the base code from WWK and the Resistance rev from MiVo. -
RealTime Server Query (RTSQ) for OFP,released to public
suchey replied to LordNam's topic in MULTIPLAYER
MiVo...thanks...and nice work! -
Is there a way to trigger some explosion?
suchey replied to TravisJ's topic in OFP : MISSION EDITING & SCRIPTING
in that sample snip, you will need to replace 'position' with the postition where you would like the explosion to occur...for example, lets say you have a vehicle named 'thistruck' that you want to explode...you might do somthing like this: BombName = "Bomb" CreateVehicle[0,0,0];BombName setpos getpos thistruck; BombName SetDammage 1 in the above example, the actual unexploded bomb is created at an inaccessable location on the map [0,0,0] and then moved to the location of the truck...this may be helpful in that you can create th bomb and set its postion later if you like...you could also simply replace [0,0,0] with the exact location you want to explode...the setdammage part tells the bomb to actually explode. Hope this helps! -
RealTime Server Query (RTSQ) for OFP,released to public
suchey replied to LordNam's topic in MULTIPLAYER
Sorry padman...I was looking at the wrong link...the link mentioned by Lordnam does not work while the link mentioned by MiVo does. My mistake. -
RealTime Server Query (RTSQ) for OFP,released to public
suchey replied to LordNam's topic in MULTIPLAYER
link works ok from here...I am very interested in the revised code making the query compatable with OFP:R...please post! -
the processor usage is mission specific...this is to say that the fps your server is running at is highly dependant on the mission you are running.
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http://www.ofpeditingcenter.com/cgi-bin....start=1
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excellent news! This sounds like ti may help in higher player count for those with the bandwidth capabilities.
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Bn880 is correct...the lowest your FPS should run is 15...we have always used this limit as an indicator on our server...Im not quite sure how to explain a 60 fps on your server as the server never runs at more than 50 fps. You may wish to re-examine your values. We usually try to keep missions running on our server which report at 25 or above.
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We are continuing to experience the ghosted player bug...when a player gets dropped from the server they sometimes are able to stay in game with a zero ping...according to BIS, this is a "feature" (extended time out) which allows for dial up players to reconnect if their connection drops...this is happening ALOT...when this happens the player can not get back into the game...in addition, that spot is then GONE until the dedicated server reboots for ANYONE, meaning noone can join in that spot until the server is rebooted. For example, a player drops from the game but according to the game is still there...the admin can kick him, and his name will dissapear from the list, but sometimes he is still there on his screen and can even effect objects in the game (very bad news)....although I have heard of this being 'used' by cheaters, it sometimes happens to players that arent trying to do it. Either way, when this happens, the spot in the game just becomes disabled and the player cannot rejoin and neither can anyone else...so if your server limit is 16 only 15 would be able to play when this bug happens to one player...14 when it happens again...so on and so forth. Sometimes this happens when a player is booted as well. This is a SERIOUS bug and has made running a good dedicated server almost impossible. In addition, there are times when even booting the ghosted player does not work....they can continue to run around the game grabbing flags, etc until they decide to disconect. This issue is becoming more and more of a problem as more people buy resistance. PLEASE take this extended time out off of dedicated server or at least allow the option to turn it off...I can almost guarantee that anyone currently offering a good dedicated server to the public would turn this option off if given the chance. This is happening to both broadband and dial-up users alike and is killing the on-line game quickly. At this point, even a beta patch would be helpful as, in its current state, Resistance is a poor game to run on e dedicated server due to this issue. Is there some sort of estimated time on a patch? Given enough time this will seriously decreas the ammount of dedicated servers which are currently being offered. Thank you in advance if you respond BIS.
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Suma...above are a couple players that are willing to help out as requested...if you would rather that they contact you via email or something, please post here and I will make sure they see the info. Thanks!
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Mutiplayer map guru needed
suchey replied to Sexacutioner's topic in OFP : MISSION EDITING & SCRIPTING
I think Karillion was talking about the method which I mentioned...it seems either method works about the same as a triggered script will also run on all clients just as one initiated from the init. Either method should work...so there are a couple of options for achieveing a similar result for anyone trying to do this in their missions. GOOD THREAD ! -
Is it possible use the repair stations?
suchey replied to Eraser-pt's topic in OFP : MISSION EDITING & SCRIPTING
you could probably script it into use...but I dont think it works by default like a repair truck...to do this, use the object id method of calling the repair building and then use an addaction to it which fires a script to repair the vehicle by doing a setdammage 0 on the given vehicle...however, I think the easiest method here would be to simply add a repair truck close to the building...you could make it look more natural by placing some additional items like barrels, pallets, etc etc...around it to make it seem as though the station was one occupied and in full use. If you dont want to do this, then your only other alternative that I can see would be to do the scripting as mentiond above. -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Tactician @ July 22 2002,17:19)</td></tr><tr><td id="QUOTE">I have yet to find an addon that I really, really wanted to use in a map.<span id='postcolor'> I've seen pleanty! How about the M4 weapon addon which contains silenced, cmag, etc etc...or the VNGroza weapon add on...both add a wide variety of the weapon containg different mods such as silencers, scopes, grenade launchers, etc etc. There are LOTS of these running around...like the Valuk APC which is currently under construction (and looks great by the way). The trouble is that without getting all of them, you dont know which you need...this is where this pack would come into play by offering a good cross section of the best add ons under one download.