SeppSchrot
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Everything posted by SeppSchrot
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This looks so bloody cool. So many units, so few time
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Hello, for you to compare, this is the relevant part of the directory structure under the OFP server base directory where the FDF WW2 based CTI missions from ZZ are run on. Any missing addons are to be found on the FTP server of ZZ. zz united addons section <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ./bin: config.bin ijl15.dll resource.bin resource.cpp stringtable.csv ./dta: abel.pbo cain.pbo dtaext.pbo hwtl music.pbo voice.pbo anim.pbo data3d.pbo eden.pbo landtext.pbo scripts.pbo anims.pbo data.pbo fonts.pbo misc.pbo sound.pbo ./dta/hwtl: data3d.pbo data.pbo merged.pbo ./finmod: addons bin dta worlds ./finmod/addons: baracken.pbo fdf_maldevic.pbo fdfww_men.pbo bmp2.pbo fdf_mark.pbo fdfww_menw.pbo cti_markers.pbo fdf_mg.pbo fdfww_o.pbo ctiobjects02.pbo fdf_rtx.pbo fdfww_rus.pbo editorupdate102.pbo fdf_rukajarvi.pbo fdfww_scripts.pbo fdf_anim.pbo fdf_rukajarvi_w_c.pbo fdfww_sfx.pbo fdf_a.pbo fdf_rukajarvi_w.pbo fdfww_v.pbo fdf_conf.pbo fdf_rus.pbo fdfww_w.pbo fdf_c.pbo fdf_sfx.pbo flags.pbo fdf_eastborder.pbo fdf_s.pbo kegak103.pbo fdf_eastborder_w.pbo fdf_v12.pbo kegak107.pbo fdf_faces.pbo fdf_v.pbo kegnoecain_snow.pbo fdf_fin.pbo fdf_w12.pbo kub1.pbo fdf_finw.pbo fdf_worlds.pbo kubelwagen1.75.pbo fdf_gfx.pbo fdf_w.pbo kubelwagen_dll.pbo fdf_island_o.pbo fdfww_a.pbo s_o_fdf.pbo fdf_island_s.pbo fdfww_conf_dll.pbo fdf_karjal.pbo fdfww_conf.pbo ./finmod/bin: config.cpp ijl15.dll resource.cpp stringtable.csv ./finmod/dta: anims.pbo fonts.pbo scripts.pbo voice.pbo ./finmod/worlds: fdf_eastborder.wrp fdf_maldevic.wrp fdf_rukajarvi_w.wrp fdf_eastborder_w.wrp fdf_rukajarvi.wrp ./res: addons bin campaigns dta ./res/addons: 6g30.pbo brmd.pbo hunter.pbo mm-1.pbo su25.pbo abox.pbo ch47.pbo kolo.pbo noe.pbo trab.pbo apac.pbo editorupdate102.pbo kozl.pbo oh58.pbo vulcan.pbo biscamel.pbo flags.pbo laserguided.pbo o.pbo xms.pbo bizon.pbo g36a.pbo m2a2.pbo o_wp.pbo bmp2.pbo humr.pbo mini.pbo steyr.pbo ./res/bin: config.bin ijl15.dll resource.bin stringtable.csv ./res/campaigns: resistance.pbo ./res/dta: anim.pbo data3d.pbo dtaext.pbo hwtl misc.pbo anims.pbo data.pbo fonts.pbo landtext.pbo sound.pbo ./res/dta/hwtl: data3d.pbo data.pbo merged.pbo ./worlds: abel.wrp cain.wrp eden.wrp intro.wrp ./@ww2_zz_update: addons ./@ww2_zz_update/addons: aia_go229.pbo boutique.pbo mg42.pbo stm_m4_a3.pbo aia_me109des.pbo breda_zz.pbo normandie.pbo sturmovik.pbo aia_me109.pbo data2.pbo pziii.pbo t34-85.pbo aia_me109snw.pbo dshk.pbo pzw42.pbo thor60cm.pbo b45js2.pbo german.pbo r1.pbo wioska.pbo b45pak40.pbo hedgehog.pbo rustp3.pbo ww2@zz_config_1.0.pbo b45sd252.pbo invdata.pbo rustp.pbo ww2@zz_config_1.1.pbo balloons_ww2_zz.pbo jc_panzer4.pbo ruswp1.pbo ww2@zz_config_1.3.pbo baracken.pbo jmgstuka.pbo ruswp3.pbo ww2@zz_config_me110.pbo barrageusa.pbo lampe.pbo rw.pbo zis2.pbo be45maus.pbo lib_la5fn.pbo saria_obj.pbo bf110.pbo m3.pbo saria.pbo
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How do you like the demo?
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Hello, as with any other ordinary mission, all required addons have to be installed on you system. That said, there are CTI mission which don't use any non-standard addons. And on the other end of the spectrum some CTIs use several gigabytes of them. I assume you have already played a CTI in multiplayer, so we can be sure you have the needed addons already. All you have to do now is going into the ofp/MPMissionsCache directory on your harddrive. There you will find all missions you have played online yet. Pick out the one you'd like to play at your own. And copy it to the ofp/MPMissions folder. This means you are now able to start and host this mission independently. Start the game and select multiplayer, but this time don't select any foreign server but instead click 'New'. Choose the proper mission and slot in the side you want to play. The important thing is to leave the AI enabled for the enemy's side commander slot and to give him enough AI 'players', otherwise he won't be a worthy foe. You can take the commander's position of your side or any player slot as you like. Start the game and play as usual. Most of the current CTIs recognize on their own whether it is a human or AI commander and take proper actions. However, some CTI offer special flavors branded COOP. If so, you had better taken these. You will not be able to save the state of the game.
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If you have access to the mission files on the server, you can always open it up and insert a one-liner in a script that resets the daytime to morning in the evening.
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Hello, no, it's no problem as long as they have same content. Problems start when you have for example two different versions of an addon and you start both of them because you can't tell one apart from the other. That said I discourage you from putting anything non-official in the res folder. One folder for one mod and only start the ones you actually want to play. No rule without exception though: You should make an separate island folder which you will load as well most of the time.
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Hello, sounds like too much anti-aliasing to me. In Windows, go to the NVIDIA settings and look for the panel where you can adjust the level of fullscreen antialiasing (FSAA). Maybe it is set to override the application's settings. Lower it or even turn it off.
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For basic randomizing, this will do it. But if you want to implement any decent system, you will have to learn scripting sooner or later. (I recommend sooner as you can realize most things that the editor allows you with scripts but not the other way around.) e.g. if you want to have a primary and a secondary mission out of ten possibilities each with a proper briefing. Luckily--as OFP has been around for so many years--its editing section is well documented. Start with reading here: http://www.ofpec.com/ed_depot/ and trial and error. There are no shortcuts for you, I'am afraid. BTW, I had learned scripting with this tutorial, so I recommend it to you now http://www.ofpec.com/ed_depo....cat=xyz
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There is a slider in the editor called "probability of presence". Maybe you have to switch your editor to advanced mode first if not already done so. http://community.bistudio.com/wiki/Mission_Editor_User_Interface_(OFP) Insert Unit picture In the same way you did with a unit that has a probability of 1.
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I really do not want to cow you down, but this has been done already in several missions now. Don't get discouraged, it is just that this will be nothing particular new.
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Hmm, if I want to remove one single player from outside, I look into the -netlog logfile for the last player who has connected and still is. There I can obtain his IP address. (Whish I could query the server directly for that) The next step is to prevent any game-server data from being sent to him, thus effectively timing him out. I do this with iptables (GNU/Linux); non-Server Windows hosts do need a 3rd party firewall installed I think. Not the kindest way to archive this, I'd rather drop him a chat line explaining what's happening before. Of course, the packet dropping should be limited by port and removed ASAP as the kicked player didn't proactively do anything wrong.
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If it is more confusing than helpful, why don't you switch it off then?
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Hello, no Home-PC System on earth is known to stem OFP:Resistance on highest settings at the time of writing. Especially visibility distance is a bottomless pit performance eater. Please ask yourself in honesty how much range of vision in full detail you are going to need. PS: Fullest terrain detail is not to be recommended anyway because it is to bumpy to drive on. Huge memory eater as well. Ok, the midlevel detail and 3000m should be no problem for your setup though. Try tweaking the LOD setting in the preferences. Oh, and I ran into slowdowns when told my NVIDIA to always antialiase. Because of the many bushes which had to be smoothed it had a huge performance impact.
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Events http://community.bistudio.com/wiki/addEventHandler
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Events http://community.bistudio.com/wiki/addEventHandler
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What I know is possible is that an eventhandler can be added that fires when a certain soldier fires a smoke grenade. The position of the soldier firing can be obtained then rather easily but AFAIK not the grenade's position. But one could additionally ask for the direction the soldier was facing while firing and together with an estimated distance of say 20 meters this should give a sufficient prediction where the grenade is going to land. You can then order the bomber pilot to attack that position. (Maybe one needs to involve an invisible target being set to that position.)
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What I know is possible is that an eventhandler can be added that fires when a certain soldier fires a smoke grenade. The position of the soldier firing can be obtained then rather easily but AFAIK not the grenade's position. But one could additionally ask for the direction the soldier was facing while firing and together with an estimated distance of say 20 meters this should give a sufficient prediction where the grenade is going to land. You can then order the bomber pilot to attack that position. (Maybe one needs to involve an invisible target being set to that position.)
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Try launching the preferences first.
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Hello, we do not know and BIS does not want to tell us. So your best bet is to write to the author of the text and ask him to clarify, I think.
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Hello, Your routing setup seems fine, concentrate on the steps you do in OFP. When you host a game, there should be an edit-field where you can alter the port you use. It defaults to 2302. There is a very handy tool named 'netcat' available. Google for it. I use is for all my administrative work on networks. Whenever I want to check whether a port works I start it on machine A in listening mode and then send some bytes with netcat from machine B. So I know the connection on that port is working correctly. The advantage over telnet is that it can handle udp as well. The following works for the Dedicated Server, but I don't know if it works for private hosting as well: To check if my OFP server is running I would type: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> netcat -u serverip 2303 The -u stands for UDP. Note that it is baseport+1. If the server is running, he responds after a 'enter' with a <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> \final\\queryid\8163.1 First do this on your own computer (localhost instead of serverip) then let your pal check whether he can reach you. hope that helps
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The currently available demo which is version 1.06 should give you a pretty accurate impression of the game. I suggest you check the changelogs for 1.08 for which bugs have been squished out since then. However do not expect any miracles, because in ArmA there has never been such a thing like an Resistance upgrade which brought substantial improvements.
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Hehe, this kind of stuff is exactly what keeps OFP alive for so many years. Keep it up!
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I am not aware of any completely addon-free CTI. MFCTI needs a little bit of addons as well, even if they are small sized. I assert a CTI based on a 100% original config wouldn't be too famous since the original game is somewhat biased in favor of the U.S. units. Maybe not as bad as ArmA but nevertheless well-balanced strengths are very importing in a CTI. Otherwise all players would always strive just for one side. BTW: Modfolders do a pretty good job at preventing clogging.
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Let's wait for server releases to step out of the beta someday.