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snkman

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Everything posted by snkman

  1. snkman

    Multiplayer Laggy!

    Well you are talking about a Dedicated Server right? But i tryed it with a friend and: The first time I was the Server and everything was laggy for me. Secound time: He was the Server for him everything was good but mine OFP was still laggy. But like i already sad when i play alone, everything is fine to me too!
  2. Hi Guy's, well i have a very strange problem... When i play OFP in Fullscreen i always got the Original OFP Mouse Curser and the Win XP Mouse Curser too? If i exit OFP with alt + tab and go back to OFP with alt + tab the Win XP Mousecurser is gone... Someone know's how to slove this problem?
  3. Hi Guy's, well i just tryed the Advanced Mission of KeyCat's Group Link II and he use: this setSkill (Random 0.60); in the Init of some Soldier's. Well my question: What does the: this setSkill (Random 0.60); do?
  4. Oh okay i think i got it! Never put a Group with a Vehicle or Tank in the section 3 couse they try to get a Tank or Vehicle again after alert is canceled... Many thanks for your help Matt Rochelle.
  5. Hi guy's! Well just another question about Group Link II: I can't understand the configuration of Group Link II script exactly... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">1 st parameter - groups ----------------------- This is a array of enemy groups that can call other groups for backup and be called by other groups for backup Example: [ge1,ge2,ge3,ge4,ge5] 2 nd parameter - static_groups ------------------------------ This is a array of enemy groups which are already contained in the first array of groups, but are treated differently by the script. These groups can call other groups for backup, but CANNOT be called by other groups for backup. Nor will they advance towards detected gunfire. This is usefull for groups which are assigned to defend bases, or need to stay in a specific area for whatever reason. Example: [ge1,ge2] 3 rd parameter - no_vehicle_groups ---------------------------------- This is a array of enemy groups which are already contained in the first and maybe also in the second array of groups, but are treated differently by the script. Groups listed here will not look for any vehicles after an alert is canceled and will return directly to their original patrol WP's (if any). If you don't list infantry groups without vehicles here they may "steal" other groups vehicles after an alert is canceled. Example: [ge3,ge4] <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">The 1. one is okay to me! <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">The 2. means that thouse Groups are fixed on the place where they are. But advance if the hear Gunfire. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">The 3. one: I dont't understand anything... If you don't list infantry groups without vehicles here they may "steal" other groups vehicles after an alert is canceled.
  6. Well Guy's i found a config.cpp for ECP, where you can play with LSR and RHS Soldiers with all ECP Effects! Well the little Problem is: The config.cpp was written to play with LSR Weapon Pack 2.1 today the latest version is 3.0 and so it takes no Effect... I just wanna to ask, someone knows some more ECP configs with the actual Lasers Rangers/Deltas and LSR Weapon Pack 3.0 included?
  7. Many THX XCess You helped me alot!!! Edit: Well look's like i just missed one File: rhs_rfmi_models Someone know's where to get it?
  8. Guy's someone can fix the link's plz or upload the files agein please?
  9. Damn!! PLZ Guy's tell me: What do i need to get such greate looking soldiers?
  10. Well Guy's i just wanna to know, if it's possible to put the New Roads: New Roads To Nogova2? Cuz i like the new Roads much more! If yes someone can explain me, how to do that...? plz
  11. Hi Guy's, well im very interested in this Script but i just wanna to know one thing: I create Coop's and i like to use this Script in my Mission. If i enter: [this,10,15,true] exec "abf_main_mp.sqs" in the init of the Tank i'm driving everything works fine. But i like to use the Script when im not in a Tank or Vehicle too. I mean when im just on the way with a Soldier. The Tanks in the Mission have the Names: EastBmp1, EastBmp2 and so on.. EastT801, EastT802 and so on... Well i tried this: In the Init of the Enemy tank's i wrote this: [EastBmp1,30,25,false] exec "abf_main_mp.sqs" , [EastBmp2,30,25,false] exec "abf_main_mp.sqs" and so on... But it look's like it won't work.. ? Someone know's the reason why? Or does it only work with my own Vehicles? [this,10,15,true] exec "abf_main_mp.sqs" That would be not that greate cuz i do net always face a Tank in a Tank...
  12. Oh okay i think i got it so the Skill is dynamic too with: this setSkill (Random 0.60); from 0 - 0.6 greate!!! Many thx Guy's
  13. Hi Guy's, well i have a Mission and i use Dynamic start with Random Select. The problem is i have 2 Players in a team ( Player1, Player2 ) they bouth should start from different Places on the Map in 1 Team. The problem is, sometimes they start from different places well i try to explain: P1 and P2 should be toghetter but every time on an other place. Sometimes it happends, that they start seperated.... P1 in Noth and P2 in South of the Map. Well here are the Scripts i use: move.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ? !(local Suche):exit ~3 _movepos=[pos1,pos2,pos3,pos4,pos5,pos6,pos7,pos8,pos9,pos10,pos11,pos12,pos13,pos14,pos15,pos16, pos17] call RandomSelect _unit1 = _this select 0 _unit1 setpos getpos _movepos ~2 ({_x setpos getpos _movepos} forEach units _unit1) exit Well about the next 2 Script's i do not know what exactley they do cuz i just copy and past them from another Mission, where i saw Random Select the first time... But i think they are used for Random Select. randomselect.sqf <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> //RandomSelect 1.1 by Daddldiddl private ["_list","_ntotal","_random","_result","_ziel"]; _list=_this; _ntotal=count _list; _random=random(_ntotal); _result=_random - ((_random) mod (1)); if (_result==_ntotal) then {_result=_result-1}; _ziel=_list select _result; _ziel rands.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;================ ;preload function ;================ RandomSelect = preprocessFile "randomselect.sqf" ?!(local Server):EXIT exit Now on the Editor i have Triggers with the Names: pos1,pos2,pos3,pos4,pos5,pos6,pos7,pos8,pos9,pos10,pos11,pos12,pos13,pos14,pos15,pos16,pos 17 So on the Locations with the Triggers the two Soldiers should start but sometimes they start on 2 different places? B.t.w. I use Action Hud, Group Link II and Mapfact Respawn as well... Can this be a Problem ( Teleport from Group Link II is still enabled ) Someone can help me plz...
  14. snkman

    Looking for a Tent?

    Greate finaly i got them!!!! Thank you very much Guy's!
  15. Well guy's i really like thouse Tent's show'n on the Picture. But i can't find them somewhere... PLZ if someone know's where to get them let me know
  16. snkman

    Operation Flashpoint Setting + Dxdll

    Yes of coures! OFP is not coded for Dual Core so just one Core is in use. Maybe it will give you a little bit more performance cuz Windows XP can handel Dual Core so the Applications use bouth Cores but OFP does only use one...
  17. Well Guy's i think i got some wrong config's in OFP. Can you plz tell me which options use much System performance? And which i can disable without getting a nasty looking OFP. Thanks in advance for your help. Operation Flashpoint Basic options: [
  18. snkman

    Operation Flashpoint Setting + Dxdll

    Well i have 2 Gig's of RAM... Maybe you mean this: Autodetect... Well if i use this the textures going up to 4096 x 4096 and some other very importand setting's are going down... B.T.W. i have a Dual Core CPU so there are only 2000 Mhz in use for OFP
  19. snkman

    Operation Flashpoint Setting + Dxdll

    DXDLL settings:
  20. Well Guy's, im looking for a Addon i can't find somewhere... I saw it on: RHS MI-24 Well the other thing i like to ask: I have some CBT vehicle addons i just wanna to know, if i use the latest version ore someone knows a newer Version of them: CBT_M113A_1.2_RC1 ore cbt_m113a_v1.21 which one is newer? CBT_Brad.pbo 30.138 KB ( I don't know the version ) CBT_Brad_Scripts.pbo 46 KB ( I don't know the Version ) CBT_misc 1.2
  21. snkman

    Turning OFP into your favourite game!

    Sorry but where can i find "Material Properties addon" ? The link is broken... and i can't find it on Google.
  22. Well guy's im looking for some Tornados: RAF Tornado Gr.1 V1.2 MFG Tornado V1.12 A.M.I Tornado V1.11 If someone know's where i can get them... PLZ let me know. THX
  23. snkman

    Tornado Request!

    What about trying to search on OFP.info? Oh umm... well did not know that there's a search option on ofp.gamepark.cz Sorry... @Ceriy Haha that's a greate Tornado as well!
  24. snkman

    Retextured Malden

    Which PC's do you Guy's have..? Well mine: ASUS A8V Deluxe REV.2 Athlon 64 X2 Dual Core 3800+ 1024 MB RAM NX6600GT AGP 8x Well with Modula Sky 0.9 + Textures 2048x2048 + Road Textures + DXDLL everything on high beside of Enable Reflections The Game now is laggy like hell... Well looks so pretty nice but daaamn slow... So plz tell me your Performance and Experiances!
  25. snkman

    456820 Animation Pack

    PLZ someone can Re-Upload v.1.1?
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