The_Captain
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Everything posted by The_Captain
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Setvelocity to a specific point... physics? (argh!
The_Captain replied to The_Captain's topic in OFP : MISSION EDITING & SCRIPTING
A low gravity multiplayer map would be fun, with people running around jumping... No, wait, it wouldn't nescessarily be fun, but it would have novelty value. =D -
Setvelocity to a specific point... physics? (argh!
The_Captain replied to The_Captain's topic in OFP : MISSION EDITING & SCRIPTING
Oh, wow, crapola! I used setpos, which "works", but I'll have to check out the velocity! Thanks prospero! ...oh my god... If you combine jumping with yoru multi-control interface, I can have jumping in Homeland Security. AAARRRGGGGHHH (When someone makes a mod along the lines of Counter-Strike, he is usually trying to get away from counter strike gameplay. Having bunny hopping g36 whores is not my idea of fun! argh! =D Still, great solution. -
Setvelocity to a specific point... physics? (argh!
The_Captain replied to The_Captain's topic in OFP : MISSION EDITING & SCRIPTING
I like them scripts, prospero, just I haven't found a use for them in my mod/maps. Great work, though. If I ever need to put in a remote controlled drone... (I was thinking of a remote controlled bomb-filled cessna for my terrorist side to use) Also, I got the rest of the script working great... just... setvelocity does nothing to a player unit. =( Setpos might work, but setpos is annoying, and I'm trying to bypass using it. -
Turning off the hint sound
The_Captain replied to Bagel's topic in OFP : MISSION EDITING & SCRIPTING
Easy, put your music volume down to 0. =) You won't get music in missions, but if you're playing CoC anyway... -
bn880, I used to use ~ until condition and keep looping, but I switched some of my scripts over to @ because it seemed to give better preformance. Am I just plain wrong? ~x updates every tiem you loop, while I heard @ updates every frame...
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karrillion, what are you doing in the dialog department?
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karrillion, what are you doing in the dialog department?
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I "accidentally borrowed" all the models and textures from AvP1 and 2 if anyone's interested. (3ds and jpg format) I think it's okay to use them if you credit the original authors.
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I "accidentally borrowed" all the models and textures from AvP1 and 2 if anyone's interested. (3ds and jpg format) I think it's okay to use them if you credit the original authors.
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....but does it have Mr. T? =)
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I'd say that a mod for flashpoint similar to stalker, but dispensing with the zombies/mutants could be done very well, but why tread the same ground? Still, I would like to see flashpoint "after the bomb", with very sparse ammo and fuel, and a dynamic rpg storyline... But I'll probably buy STALKER anyway. =D
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Hey shrike, don't know if you've played it, but I'd have to say the next beta of Homeland Security. Just ask Terox about it. =D Public beta comes out this week, with an optimized server mission and a  6 player coop one for those times when the server is just slow. It's similar to counter strike in a few areas, but I personally feel it's much better. fire me off an email thecaptain_ps@hotmail.com or a PM for more info, don't want to clutter up the thread. The map only supports up to 12 players for a few reasons: 1) Hellish scripting. I think I almost crashed your us server once, late at night 12 players is playable and bug free, over that and the map gets unstable because the server overloads 2) It's just not fun with 30 people. It's a squad level tactical urban fighting map, where everyone picks a class and has a role to fill. Any more players and people start dying randomly (too many players in a small area = lots of death), and people don't get in touch with their team. With 6 on a team, every member's survival is critical to the mission success. Maybe you can put the beta up anyway for those late night games.
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Just as an afterthought, since the "need CD Key FAST!!" topic was closed, I wish people would actually pay for good games. I myself have bought two copies of CWC and two of Resistance just so I can test a multiplayer mod without being an evil warez guy or worrying about fade. Makes me mad when people not only get illicit copies, but then whine about needing a CD Key. Close if you want to, but that's just my two cents. Edit: Oopsie, I thought this was the OT board. *groans* If it belongs there, please move it...
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Yeah, that Tk script is quite broken. I made a better one with event handlers, which detects ONLy your killing of someone in a specific group (IE, the 12 enemy players). But the issue you raise with the "fade out" is a big one. In my mod there are fade ins/outs used as transitions, and if a computer is running very slow, in my multiplayer mod, every 1/1000 times or so the player's computer may fade otu and never back in again. I tried to fix that with random instantaneous fade ins during missions, but even so. Plus, ca everyone PLEASE start using event handlers for Tk scripts? They don't punish you for killing yourself...
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Whoo! 3D Fallout! 3D Fallout! =D Stupid ejection ports really btoher me though, even though I know they shouldn't. However, any game that's semi realistic AND has power armor and a minigun is great in my book. (On the official site, it says you need a powered exo skeleton to use the minigun... )
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Download console for ofp:r
The_Captain replied to vektorboson's topic in OFP : MISSION EDITING & SCRIPTING
That's something I really want as well, the list of in game picture names... If you de pbo some of the data files, you can find the actual *.paas, but I don't know how to call them in game... -
Setpos across map && lag/not updated actions
The_Captain posted a topic in OFP : MISSION EDITING & SCRIPTING
Has anyone noticed that if you setpos a player across the map in MP, that it takes a few seconds to update his actions? IE, if you get teleported across the map (+5 km), it takes abotu 10 seconds to interact with anything besides yourself, and I think it depends on distance... 1) Is this a bug, or do I have too many scripts running which slow it down? 2) Why does it happen? Is it because the engine needs time to register the new position? Can it be fixed? -
Okay, played around more. The problem with the code is that _this is an array with BOTH the killer/killed values. You have to select from _playerhit instead of _this... This code should work (or maybe I'm crazy) </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">player AddEventhandler ["hit", {[_this] exec {killshooter.sqs}}] killshooter.sqs ;dinger@raf303.org _personhit = _this select 0 ;n.b., always local _shooter = _personhit select 1 _hurtapplied = _personhit select 2 ;exclude legitimate hits ?side _personhit != side _shooter:exit _personhit setdammage ((dammage _personhit) - _hurtapplied) _shooter setdammage ((dammage _shooter) + _hurtapplied) exit<span id='postcolor'>
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Converting string value to object name!
The_Captain replied to The_Captain's topic in OFP : MISSION EDITING & SCRIPTING
Thanks suma! Didn't think anyone replied to this. -
Converting string value to object name!
The_Captain posted a topic in OFP : MISSION EDITING & SCRIPTING
I'm writing a weapon purhcase menu. Problem: lbdata and lbsetdata only store text strings. My code basically checks what the user's selection is, and then grabs the price/name of the weapon/item from an array of the same name. init.sqs defines all weapon arrays in format primaryweaponname = [displayname,price,weaponname,magazinename] player selects M16 primary weapon value of that option is read in and returned (m16)as "primaryweapon" cashtemp then subtracts the value of primaryweapon select 1 This would all work great except for the fact that lbsetdata can only store a string in the dialog options, so when the primaryweapon is returned, it tries to use the string as an arry. *shoots flashpoint* Is there ANY command available to change the value of a variable from string to object? Or parse a string variable into a variable with type object/array? Help?! The Captain -
Hey dinger, I copied your script, adn I tried throwing everythign I could at it, but I can't get "_this select 1" to return the killer, it only returns the killed person with _this select 0. How do you get the killer value from the event handler? when I try to grab "this select 1", it gives me "scalar boor etc", but this select 0 gives me a wacky format for the in game unit name/pos. Whoa.
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Thank you for the fixes and new weapons, BIS. I'm making a large, dynamic MP mission that will be played on public servers, and I can't include addons for many reason. The addons you've included make the patch special (Now the sniper class has a bolt action they can buy, and the west have an ingram! woot!. Not to mention, you seem to have improved the dialog functionality. (Love those things) Any hope of 3d controls? Please? =) **Important!** Is there any way to make a dialog appear on only one player's screen in multiplayer? That really bugs me! I have to open it on everyone's screen and then close it on everyone's screen except the guy that ran it... ugh. // edit - For some reason I thought this was an engine limitation that could be addressed in a patch, my mistake Also, you have a load file command, is there a save file too? Can multiple computers write to the file when it's open? I was hoping to include a "feedback" function on my map's beta server, so people could type comments to me and I could retrieve them at a later date... Thank you so much BIS! Love the feature list!
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Here's the deal, I've often heard a lot of rumblings about how people feel that retail addons are a bunch of hooey. Well, I'm just letting you all know about mine, because I'd love to hear your thoughts. Before I say anything more, I'm going to mention that all my meager profits are going right to maintaining official servers, so don't bitch about evil people making money off of unsuspecting fans. This multiplayer addon is going on a campaign disc, with 3 good quality campaigns. (I'm not promising the campaigns are as kickass as the BIS ones, but they are worth your time). The pack should retail for around $15. Another note: There are NO addons included on the cd, the map uses original flashpoint content. However, addon packs will be released later. Here's the official box blurb: HOMELAND SECURITY The Ultimate Terrorist vs. Black Op. Multiplayer Battleground Team oriented, class based online warfare Gameplay: Earn funding for equipment by making kills, completing objectives, and winning scenarios Scenarios: Play Five minute rounds grouped into themed scenarios, with custom ten minute finale missions with unique objectives Objectives: Defuse/place the bomb, capture/rescue hostages, VIP assassination, steal inteligence, and more! Mission Generator: Creates randomized scenrios on the fly for the ultimate in replayability Classes: Six unique player classes: Officer, Commando, Recon, Sniper, Heavy, Demolitions Equipment: Purchase all flashpoint weapons and vehicles: Berettas to jeeps to grenade launchers Abilities: Set up machine gun nests, call in laser guided air strikes, parachute behind enemy lines, snipe from helicopters, purchase and lead convoys of vehicles Dynamic Updates: Instantly download updates, keeping game balanced and adding new features To clarify the gameplay: At the beginning of the map, a six round 'scenario' is generated, focusing on one part of the island. During the first round, regardless of cash, weapon choices are limited based on class and round number. As the rounds progress, more weapons and equipment are unlocked for each player. The only respawns during rounds are those the commander buys beforehand and calls in, where players are flown over the map and can choose to parachute where they like. However, these are risky, and the general gameplay feel is "One life - use it". Ground vehicles are used, but are very expensive, and are late-round weapons. Round six allows the use of the M2A2, M60, T55, BMP, however, each of these are very expensive. The main driving force behind this gameplay is to limit people's choices in a map, unlike the normal ofp, which love it or hate it (I love it though ), becomes a "grab the cool weapons and vehicles that are lying around before someone else does" type game. Everyone always seems to have access to the high powered weaponry instantly, unless it's limited or non-existent in the first place. Sid Meier defined a game as a series of informed decisions, and it seems to me that players would enjoy an alternate experience which allows them to adapt and make deisions based on their performance,rather than speed in grabbing things from crates. Is it just me, or does the G36 frag fest bother anyone else? The way I have it set up, players have to work harder than normal for their favorite sniping weapons... And, they can only choose their class at the beginning of the scenario. All the classes are pretty much balanced as is: Commanders do their share of commanding, snipers sneak around and snipe, assault guys run into battles and kill, recon guys carry out recon, heavy guys set up defenses, and demo guys blow sh*t up. Each one has strengths and weaknesses, and to be truly formidable, they need to compliment each other. As to the dynamic mission generator, it actually does make the maps different every time. Each scenario has the same terrian for all six rounds (though this is changed between scenarios), but each round, many variables are cycled so it becomes tough to dominate on the map just because you've played it more than anyone else.... like every multiplayer game out there, just about. Description of classes: Officer: Limited weapon choices, (ak47/gl or M16/GL) but leads players into battle, buys vehicles and interventions (parchute respawns of dead players, ammo crates, air strikes) at the beginning of rounds, and calls in interventions during gameplay. Commando: Has cheapest rifles, and can carry lots of extra clips, (others usu. 4), weapons limited to rifles, sidearms grenades, and a law in later rounds. Only class who has access to scoped rifles. For an extra charge, can choose to parachute over the objective rather than landing at insertion zone like other players. Only unit to have AA launcher Recon: Can heal other players, and carries GPS locator which pinpoints enemy locations within 50-150m to all friendly units nearby (must buy upgrades to increase range). Weapons limited to grenades, smokers, and silenced smgs. Has cheapest NVG's/binoculars. Can buy laser designators to call in airstrikes (officer must approve and send them though) Heavy: Weapon choices limited to M60/pk and sidearms. By default carries two sandbags he can deploy. Can buy A/V mines. Can buy M2 .50 machine gun which he can deploy/pack up anywhere. Only unit to get skorpion in round 1. Can pay extra to be gunner in orbiting blackhawk, or use 20mm grenade turret on a cessna. Sniper: Weapons limited to HK G3/Fn Fal, sidearms, and m21/dragunov. Can buy 'cloaking' device which hides him from recon GPS for 15 seconds/30 seconds/60 seconds (based on upgrade). (Not a visual cloaking device though) Demo: Explosives! Gets access to AT launcher, LAW/rpg before other classes, rotational grende launcher, M16/AK with underslung, and gets hand grenades in round 1. Also gets time bombs and satchels. w00t! Because of time issues, the map will take place on the island Nogova, with rural north european terrorists. 4 New islands/locations will be added in the future. I'm planning in the future to include addon content from *consenting* addon authors that will be available for free download by anyone, ("Counter Terrorist Compilation Pack, etc.) but will be mainly utilized as serverside addon packages that are used exclusively by the map. The packages I'm planning are: Ultimate Weapon Upgrade (50-60 new kickass weapons), Desert Warfare, Jungle Warfare, Urban Warfare, Arctic Warfare. The goal of those packages would be to expand use of really damn cool addons in multiplayer, as well as facilitate gameplay. Some of these addons are just really damned awesome, and they aren't used outside of clans or groups of friends in multiplayer. The idea is NOT to 'make money' off of other's hard work, but to make the addons a larger part of the general public's OFP experience. Now, you probably ask why it's going retail instead of being just for free: 1) To maintain balanced gameplay, there need to be official servers that download the content to player's machines. 1 Server is manageable in the cash department, but 5-10 a month can put a drain on the pocket book. 2) To actually use the addon packs I outlined, there have to be, once again, at least one server per package so folks actually use them online. Otehrwise, the addons would never get used. More $$. 3) I'm putting up at *least* one free beta server, which has a slightly feature limited version of the map so people can try it out and play for completely free, no addons required to play. 4) If it goes retail, that means a larger audience gets the chance to play it, rather than just the people that peruse a website and download a map. I'd really like to hear your thoughts. Once I work a few more bugs out, I'll set up my public beta server.
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I ahd an idea a while back for a mission similar to that, although closer to Jagged Alliance where you hire a team... However, I blended those ideas into Seal Command, which plays much like X-Com... but with SEALS and VC. And yes, it's extremely possible to make such a map. Shouldn't be too hard to do yourself if you roll up your sleeves. With the number of addons out there, you should easily be able to whip up a dynamic mission like that. if you need any help on where to start, I'll help. Ever played hitman? Something like that, but more dynamic, set on a new WRPed OFP island would be -----ing awesome. And correct me if I'm wrong, but I *think* the OFP campaigns are dynamic, so you can connect whichever missions you like. If not, though, you just make one really large mission with lots of variables and dynamic creation, and you're good to go. If it's done that way, then you've bypassed the familiar "do one mission, then the next" type of campaign. Though, different locale "zones" would be cool... Player gets set of missions in x lcoation/city, when he ends by doing x, it goes to the next "mission" in the campaign Okay, okay, Â I made it sound easy. Still, one person can do it, or at least make a fun concept version...
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Your thoughts: retail multiplayer ofp addon
The_Captain replied to The_Captain's topic in ADDONS & MODS: COMPLETE
Still interested in opinions; *bump*