suchey
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Everything posted by suchey
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Suma...I have one in mind...I will ask him to contact you.
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Mutiplayer map guru needed
suchey replied to Sexacutioner's topic in OFP : MISSION EDITING & SCRIPTING
this is something which happens alot when using the addaction command...bn880 has probably fixed your problem, but Ill go through a method in case others may be reading this. When using the addaction, the script will tend to run sporadically on client machines...heres one method of running a server side only script from an addaction: create a trigger with condition of 'anyone here' and a small radius of 2 or 3 on your map which switches a variable from 0 to 1 'or' false to true. Place the trigger away from the playing area of your map in an area which a player will not be going. In the script which runs from the addaction...include a setpos command which moves the above trigger to the position of the player (you can accomplish this by using the getpos command). SO...when the player triggers the script from their action menu, they move the trigger aver themselves effectively changing a variable from 0 to 1 on a global level. Now, make a 2nd trigger with radius of zero and condition of '?variable==1. Trigger fires a 2nd script when activated. This 2nd script will be a server side only script by using this line '?!(local server)' and the server gamelogic described by bn880 above. Running the script on the server side and using the 'publicvariable' (use of the public variable will be attached to different variables depending on what you are trying to do, but in a nutshell, it transmits a variable to all clients connected) This will ensure that the same info gets to all clients. There are instances where you would want to use a 3rd script which runs from the client side (withou the ?!(local server) item) in order to move objects etc.Since this 3rd script would be triggers by a variable from the server side, all clients would run it. Heres some final info that doesnt have much to do with the above, but may prove to be useful in your situation...we know that a variable can be passed via an 'exec' command and referenced by _this within the script itself...however, you cant pass a variable to the script from within an addaction. BUT...'_this' does exist in the addaction as an array of the following format: [unitName which had action attached, Unit Name which triggered action, Action Number] so...to reference the unit which triggered the script from his action menu you could do this: _dude=_this select 1 in this snippet the _dude would be whoever triggered the action from their menu. In your case, this may help in adding an animation or something only to the player which is currently performing the action. Hope this stuff makes sense...and hope it helps! -
Suma...thanks for the response...glad to hear theres a fix in the works.  Regarding the 0 ping ghost, the reason I had equated this with the extension of the dial up time out is that this 'ghosting' seems to happen quite a bit when  someone loses connection...dial-ups, broadband, etc...and in each case, they are not able to reconnect...so my point in mentioning the extended time out item was that it doesnt seem to be working the way it was intended. If these 2 items are not related, then please disregard...just thought the info may come in handy.  The 2 issues may be completely seperate, but I do know that I have seen no reconnections on the server utilizing this extended time out.  I may have to follow your advice and switch back to direct play, however I hesitate to do this as the port change would confuse some players who direct connect to the server making them think the server is unavailable and the sockets method seems to run MUCH more smoothly than direct play except for the 'ghost/disconnect' thing.  The last item I can report is that the ghosting issue seems to happen most often durring mission load or mission end...Thanks again...I hope my comments are taken in the constructive manner by which they were intended...I look forward to the patch On a seperate but related note, one of the players who was experiencing this problem on a regular basis seems to have helped his problem by completely removing OFP, scandisk, defrag, install OFP from CD and then install OFP:R without the intermitant OFP patches.  This was on the advice of OFP tech support and so far has seemed to improve his situation, so if your a player reading this who is experienceing this problem, you may wish to give this a shot...your milage may vary.
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the one that is located at this link is great! One of the best Ive used as it properly decrypts without all the added mess: http://ofp.gamezone.cz/index.php?sekce=utilities
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In multiplay, the long load times are due to the fact that resistance no longer saver the mission to the client side...that means that each and every time you play a mission you have to download it to your computer in a temp file. To get around this you can alt tab out fo the game once the mission is loaded and copy the mission from your temp file into your mpmissions file. This only works for mutliplay, if your talking about single play I have no solution for that :/
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correct as stated above, friendly fire kills deduct from your total...not sure about killing yourself...the choppers/aircraft work strangely: for example, if you are a pilot and your craft takes enough damage to go down but you and your crew are killed by the explosion or the crash itself, the enemy will not receive credit for killing you and the death of your crew is counted as friendly fire by the pilot.
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another update on the same issue... In the server broswer our server reports 12/14 players...but when I try to connect it says "maximum players reached" at this same time when using the 'remote' function and keying in the IP the server reports 14/14...same when trying to connect "maximum players reached" The mission currently running is 'wargames-battletanks' which supports more than 14 players.
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Unit not present till activated?
suchey replied to DrDeano's topic in OFP : MISSION EDITING & SCRIPTING
DrDeano: This is possible using the createunit command...info available here. You would need to write a script that created the units that you wish to use then simply tie it to the trigger as necessary. Hope this helps! -
Stoner...we have had the same issue with our dedicated server...Suma has been in this thread as well answering some questions regarding similar issues and responding...check here: thread here We have also found that this happens on occasion even without the ghosting issue, although I agree that it does happen mostly as you have described. Hope this is worked out soon.
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you MAY be able to accomplish this by starting a setdammage loop for the pilot as soon as the air vehicle takes enough dammage to fail. In other words, set a getdammage trigger for the air unit and when the dammage reaches a certain point, start a loop which continuously sets the damage of the pilot to 0...dont know if this would work or not, but it might. ANother idea would be to 'warp' the player out of the chopper before it is destroyed using setpos, then warp him back to a position near the chopper...you could even change the annimation so the player was laying on the ground. Not sure if either of these would work, but just a couple of ideas.
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Hey bn880...thanks for the offer, however, I got it working to my satisfaction now. The mission still needs a few tweaks here and there, but those will be worked out in time as well Very generous of you to offer to help fix my problem though...I certainly do appreciate the offer!
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I am wanting to add an explosion in a multiplayer game...initially I used a camcreate to make a shell120 explode, but it seems that camcreate is flakey at best in mutliplayer games and sometimes does not run on all client machines resulting in the shell not being properly created for all users. I think switching to a vehiclecreate may help to alleviate this problem, but I really like the physics of the shell120 in that it launches items into the air where as the 'Bomb' createvehicle method simply results in the player dropping dead. Is there any way to ensure that the shell120 is reliably created on all client systems in the game...or failing that...is there a way to simulate the physics of this shell while using the 'bomb' createvehicle? Thanks in advance for any help.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Suma @ July 26 2002,03:07)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Suchey @ July 26 2002,17:45)</td></tr><tr><td id="QUOTE">Our server maxplayers is set to 14...sometimes it reports as 11/11 or 8/8 etc etc. within the in-game browser. Â This has been reported to me as happening almost each day.<span id='postcolor'> Once mission is selected, maxplayers number is lower of number of roles in the mission and maxplayers you set. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">when a player tries to join it sends them a message saying something to the order of 'server has reached max players'. Â <span id='postcolor'> As for this, I can confirm this a bug caused by the fact above. We will hopefully fix this in future patch.<span id='postcolor'> this has happened on occasion when the mission itself allows a greater number of players than is shown as well. Perhpas it is lowing the max ammount of players to the number of players that are 'in-game' ?
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You could also use this boom= "bomb" createvehicle [x,y,z] this will create a large explosion complete with fire burst I think this only works with resistance.
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SUMA...thanks for the reply... </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Our dedicated server sometimes reports that it is at full capacity even when it is not. How does it report it is at full capacity? <span id='postcolor'> when a player tries to join it sends them a message saying something to the order of 'server has reached max players'. Our server maxplayers is set to 14...sometimes it reports as 11/11 or 8/8 etc etc. within the in-game browser. This has been reported to me as happening almost each day. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">This sound like different issue. What I am talking about is not shutting down OFP and connecting again to the same server, but rather reconnecting dial-up on the background while still running OFP. Technically the player is never disconnected from the server when doing it this way, he is still seen in the players list all the time. <span id='postcolor'> I didnt explain myself very well here...what I was trying to say is that on occasion the server will not let a player back in even when he tries to re-connect within the time limit you provided...it seems that if the user changes his in game name that it will allow him back in sometimes. On a seperate note, the server also sometimes takes up to a minute or more to kick a player that the admin has kicked (the player kicked message appears, but the player doesnt actually get disconnected for a bit) Sounds like the increased time-out may also apply to the kick option. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">If you will start acting when seeing "30 seconds", you still have 60 more seconds to reestablish the connection.<span id='postcolor'> In our experience...most players will not (or can not due to reasons mentioned above) reconnect to the server when their connection drops. It seems most folks search a new server or quit completely. This is not in relation to local servers games, I mean this in regard to dedicated server play. (of course this is just what I have seen...others may disagree) Thank you again for your reply...would sending the flashpoint.rpt or other files help in deciding if this problem is local or one with OFP:R?? If so, where should I send it? Keep up the good work!
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Is anyone else experiencing memory leaks with the Resistance dedicated server? Our servers memory usage seems to climb and climb until it crashes. This is similar to the memory leak problems experienced with 1.4x until it was fixed in subsequent patches.
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Ive been watching the memory usage for a few days now and it is certainly not releasing memory after use. On a fresh start the dedicated server begins at about 130000mem usage, but after players have joined and left it hits and stays at about 300000mem usage according to windows task manager. There was a similar occurance with the dedicated server pre 1.49 server side patch but the 1.49 patch seemed to have had it fixed and memory usage went back down to normal levels when the server cleared. Is BIS still interested in looking at the contect.bin and server.rpt files in such cases?...and if so, where should they be sent. Thanks in advance.
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I think a problem we are experiencing may be indirectly related to this. Our dedicated server sometimes reports that it is at full capacity even when it is not. This seems to happen when a player loses connection and tries to join back into the game. It has been happening quite frequently lately. I have also seen this happen from a new connection trial...in that I tried to join our dedicated server and it reports as full even when I know it isnt (this is more rare but does happen occasionally)...in addition, the number of max players sometimes reports incorrectly via the in-game browser on occasion. I posted this here because it may all be tied into the same issue. Good to hear that there will be some fixes for the other items. In regard to the time out item, I would imagine that most players dont realize that they are disconnected until there is not enough time to actually dial back in using a modem. Around my area the dial ups usually take a bit to handshake and such...tack that on to a 30 or 40 second delay at best to get out of OFP completely and back onto your desk top and it defeats the purpose. In my experience, most players dont try to get back into the same dedicated server they dropped from anyway. Perhaps this could be removed from the dedicated servers as I think it is more beneficial to the co-op and local server players. Perhaps its just me, but when I close out of OFP it takes my machine at least a minute to fully close OFP, recover the memory, etc. (I have 512 megs on an XP2100 processor so I dont think its my system, but perhaps it is???) At any rate...keep up the good work. I enjoy the game immensely.
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I dont know if anyone else has seen this yet, but I came across a locked server labeled "BIS Internal Testing 1.78" (or something like that...cant remember if this is exact name or not)...anyway, I figured I would post this here. It may have been some weirdo just messing around (ive seen it on a few occasion)...any word from BIS as to when a patch might arive for some of the issues that are plagueing some of us?
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In multiplayer games, choppers sometimes do not show on all clients...this is to say that a person can get into a helicopter and fly directly over you and on some occasions it will look as though he is not even there to some clients...for example...some friends and I were playing and we all got aboard a chopper...the door gunner and pilot said they were flying all over the place while those of us sitting in the back never even took off...to us it looked as though we were just sitting on the ground. This was on a dedicated server and almost all players were regular players that have been playing on this same server since release so all the connections were stable and no desync was reported.
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Ive had reports of the same thing here...I personally had an issue once where the server started reporting that it had a limit of 11 and was maxed out even though the player limit is set to 14.
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happens here too sometimes...Im on version 1.75 also running on XP.
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I havent looked through your code to the extent that I would like yet...as for my code, it did work, but not 100% of the time...as a rough estimate, I would say that 1 of 10 shells didnt create correctly...I guess its not hitting all clients all the time as I do see the physical result of the shell (the physics operate in that they throw the player, but the smoke and sound dont always fire with it)...I plan on playing with this a bit more when I have the opportunity.
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as posted above, Sockets do not allow voice, however, the icon still appears and changes which makes you think that voice will work...however, it doesnt. If you want to use voice Im afraid your stuck with direct play.
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I had the opportunity to work on this issue a bit myself. My method was to try and set a variable on the server side that would force all clients to camcreate the object...and although it worked to some extent, I wasnt satisfied that it was consistant enough. I will give your method a shot and see how it goes. Thanks for the post!