Snowflake
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Everything posted by Snowflake
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hello, indeed zeus addon server has nam pack + dozens of other good addons. website for download: ZEUS IP: 62.146.60.190 Port: 2500 TS 2 Server is provided - same IP like server greetz snowflake
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sorry if it is a stupid question, but also stupid questions deserve an answer i have a script exectued via addaction command. now where is that script exectued, just on that client where it is started, on all clients or also on the server? and if it's not executed on server and how do i force a script (started on one client) to run on the server? server exec "server.sqs"? thx for the hepl in advance greetz snowflake
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Script executed via addaction
Snowflake replied to Snowflake's topic in OFP : MISSION EDITING & SCRIPTING
thought that it's just executed on client thx for the solution bye snowflake -
hello, imho fx stuff just works while executed in scripts. just write it in a script (hostage.sqs or whatever) and let the civilians execute it. hope it works. greetz snowflake
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thx bn880 & stewart, i tried it with just acceleration on and it didn't help either (tank coming from behind was louder in front speakers as in rear speakers), but u'r right. i started ofp whilst running that 5.1 test program and then tried it and now it works. either i always have to start it that way or decrease the acceleration thx for the help greetz snowflake
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Hello, i have following problem. in windows i get wonderful 5.1 sound (testing with multichannel audio demo). after starting ofp res i just got sound out of 2 speakers. eax and acceleration are turned off. system specs: * 1600 xp * a7v266-e sound onboard (chipset cmi8738) * used audio driver: c-media 0639 latest one * windoof xp prof * 768 mb ddr-ram thx for any help greetz snowflake
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thx, checked and it says speaker setup: 5.1 speakers
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hey thx for the fast reply, did already try it out, but then i always have the sound as if someone is flushing the toilet all the time and also no rear speakers. i also decreased the acceleration at dxdiag to zero, but didn't help... greetz snowflake
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Respawning dead player in multiplayer
Snowflake replied to Sweeper's topic in OFP : MISSION EDITING & SCRIPTING
why not rename your specified marker to respawn_west, respawn_east or respawn_guerrila (depends which side u play as coop player) and create the description.ext file? greetz snowflake -
had the same problem with my radeon 7500. at version 1.46 I could easily restore the gamma settings by going into the video setup and edit the gamma settings again. don't know if it works in res.. greetz snowflake
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hi Sh@d0w_Killer, wait i've read a post someone writes the same as u. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">snow you should come back and play at our server it's been a long time since you have been there!<span id='postcolor'> my stuff isn't good enough for playing ofp.r, i need some more ram  additional i don't like the new island that much. u can't hide in bushes... that's why i prefer playing 1.46 than 1.75. greetz snowflake
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hi carnophage9, perhaps u forgot to click on show always at the waypoints setup (below on activation after u set them)... greetz snowflake
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I can't play resistance without it crashing...
Snowflake replied to bigman1585's topic in TROUBLESHOOTING
hi@all for the guys with the soundblaster live ! card i've got 2 links - if u know german visit this page - patch for soundblaster live (in german too but easy to understand) hope this might help greetz snowflake -
hi Sh@d0w_Killer, i had same problem after installing a unofficial soundaddon at version 1.46. laws fell shorter than they used to. the problem was fixed with an update of the sound addon (i think it was satchels sound mod). so perhaps u have some unofficial addon which doesn't work correctly with 1.75. greetz snowflake
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Respawning dead player in multiplayer
Snowflake replied to Sweeper's topic in OFP : MISSION EDITING & SCRIPTING
and u need a description.ext in your mission folder. and inside the description.ext the lines: respawn=3 respawndelay=15 keep the 3 it stands for respawn at the marker neo mentioned. 15 is the delay time in seconds. u may change it for ur purposes greetz snowflake btw: 155 days left till christmas -
hi Sambuca, with the merge button u can copy all triggers, objects... into a new map, then u don't have to redo the triggers, the filling of ammoboxes and so on. saves some time... greetz snowflake
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hi map1976; never used the flag pack. but u might search the internet for an australian flag, save it with a size of 256 X 128 as australia.jpg into your mission folder (where the mission.sqs is located). then u take an empty flag and put into the init field this setflagtexture "australia.jpg"; then it appears on the pole. greetz snowflake
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hi russin, if u want them to attack both sides (west and east) open the mission.sqm with notepad and change the side="CIV"; to side="GUER"; and set that the guerr is enemy to everyone. if u want them to attack only west or east just enter the opposite side in the mission.sqm. hope that works... greetz snowflake
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hi sambuca, if i were u i would try this if u are looking for tools http://www.ofpeditingcenter.com is a good place to search them... greetz snowflake
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Hi, i made a ctf with an antispawnhide script. if both flags are taken and a flagcarrier enters his spawn the flag will be returned. simple script with check if for example eflagtaken and ownerW inlist hide... in preview everything works fine - i take flag, ai takes my flag, i drive into my spawn flag returns. same happens if i play it on my computer as server. but if the map is uploaded on a dedicated server the trigger seems to move and flag is returned even if i only want to go to my own flag... any suggestions how to solve that problem? thx greetz Snowflake
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trigger name: hidee condition: (ownerW in list hidee) or (vehicle ownerW in list hidee) on activation: [] exec "spawnhideE.sqs" ;spawnhideE.sqs ?!(EFlagtaken) : exit #punish TitleText ["Penalty for hiding flag near spawn!\nThe NATO flag will be returned", "Plain Down"] hint "" FlagW setFlagOwner objNull ownerW=objNull Wflagtaken=false ~5 titletext ["","PLAIN DOWN",2] Exit ;end spawnhideE.sqs it works perfectly in preview mode and with my computer as server. but if some other players play the map, the trigger is screwed up somehow... greetz snowflake
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Put things on second floor of buildings?
Snowflake replied to mp82's topic in OFP : MISSION EDITING & SCRIPTING
put this setpos [(getpos this select 0),(getpos this select 1),x]; into the init line of the ammo box. x is the hight in meters, just play with that number to get it on the floor greetz Snowflake -
Player-starts question for multiplayer-and respawn
Snowflake replied to starstreams's topic in OFP : MISSION EDITING & SCRIPTING
hi starsstreams, u'll find an vehicle respawn script here: http://www.flashpoint1985.com/cgi-bin....ic=3237 but i use unvisible H and not the game logic "respawn1" greetz snowflake -
How can i get an object up in the sky ?
Snowflake replied to Casto's topic in OFP : MISSION EDITING & SCRIPTING
my solution: this setpos [(getpos this select 0),(getpos this select 1),7]; doesn't work with armored vehicles, it just works with empty objects like tents, flags.... greetz thomas -
How to get ai to be in watch tower, etc.
Snowflake replied to SpetsnazWarriorX's topic in OFP : MISSION EDITING & SCRIPTING
Hi, to your first problem, perhaps u have a nude female ai in town to your 2nd problem: assign some soldiers for ur patrol, enter into each on activation: Name setunitpos "CombatToStand"; enter some waypoints for the patrol leader - and put the last waypoint next to the first one and enter at select type: cylce then the patrol will walk to all waypoints and starts again at the first one. greetz thomas