Vincent Vega
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Everything posted by Vincent Vega
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NV Goggles not allowed for Opfor - how to?
Vincent Vega posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
hi @ all! i made a teamplay mission where blufor infantry has to destroy several targets which are guarded by the opfor infantry team. timelimit is 1 hour and it gets darker and darker - the opfor team has flares to light up the area. i don't want the opfor units to be able to use nightvision. i made a trigger that covers the whole area: activation: opfor/multiple/present condition: this hasWeapon "nvgoggles" on activation: {_x removeWeapon "nvgoggles"} foreach thisList the problem is that opfor is still able to use nightvision - how can i solve this problem? i also tried to do it with a script, in this case the trigger activates the script for opfor (tested): ? !(local server) : exit _unit = _this select 0 ~1 #loop ~1 ?!(_unit hasweapon "nvgoggles") : goto "Skip" ~1 _unit removeweapon "nvgoggles" ~1 #Skip ~3 goto "loop" but this solution also doesn't work :( how can i solve this problem? -
Beachhead Coop 20 & Bombenwetter Team 32 - public testing
Vincent Vega replied to Vincent Vega's topic in ARMA 2 & OA - USER MISSIONS
forgot to mention: after solnichniy is cleared there will spawn an usmc camp with tanks, choppers & support trucks to use for the incoming secops missions - so you can play the mission as long as you like :) -
Beachhead Coop 20 & Bombenwetter Team 32 - public testing
Vincent Vega posted a topic in ARMA 2 & OA - USER MISSIONS
hello @ all! I need some volunteers to test the two missions mentioned in the thread title - got my own dedicated server, IP & serverstatus is found here: http://arma2.swec.se/server/data/105410 here is a short description for the two missions: Beachhead coop 20 players two usmc teams (10 players each) land on the eastern coast of chernarus at dawn, there is already heavy fighting going on. they have to complete different tasks. teamleader of team 1 has the ability to call in different support types (arty, uav, supply drop, transport, tactical aistrike) every 30 minutes. also secops missions are available from time to time. players usually don't have to walk thousands of meters after respawn, the location of the respawnzone is set depending on mission progress. Bombenwetter teamplay 32 players (8 vs. 24) its late evening somewhere on chernarus, the weather is bad and it will be almost completely dark in about 30 minutes. 8 usmc special forces members (in ghillie suites) have to destroy several targets with satchel charges in an small town: the russian headquartes, 2 T-90 tanks and 2 D-30 cannons. two russian teams (12 players each) have to guard these objects. they don't have night vision but they got enough flares to light up the area if needed. the usmc team has 1 hour to destroy all targets, in this case the usmc team wins. if the russian team manages to defend at least one objective for 1 hour the russian team wins. so everbody who wants to have fun & test this missions is welcome on my server :) I'm usually every evening on the server download link: http://rapidshare.de/files/47724024/Missions.zip.html -
Beachhead Coop 20 & Bombenwetter Team 32 - public testing
Vincent Vega replied to Vincent Vega's topic in ARMA 2 & OA - USER MISSIONS
I'll set up an english briefing for the final version for sure :) here is a short objective description for the english players: objective 1: secure the landing zone called "juliett". (tip: sometimes you can achieve this already by one well placed artillery strike) objective 2: find an kill the enemy general. he is somewhere west of the landing zone hiding at a small house in the woods (tip: there is also an empty bmp3 to capture at his loaction - so it's maybe not an good idea to call in artillery or an airstrike to kill him as soon as you found the location) objective 3: destroy the radio tower ^^ pretty selfexplaining I guess ;-) objective 4: clear the area around solnichniy thats it for now - I'll add more content in the future. I estimate playtime should be around 2 hours by now, depends on your team of course :-) -
Beachhead Coop 20 & Bombenwetter Team 32 - public testing
Vincent Vega replied to Vincent Vega's topic in ARMA 2 & OA - USER MISSIONS
you're welcome :) I played "Bombenwetter" already with around 10 people and it was really fun :D it's truly not that kind of standard teamdeathmatch. would be nice to see 32 human players in this mission :bounce3: -
NV Goggles not allowed for Opfor - how to?
Vincent Vega replied to Vincent Vega's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
first: thx for the help @ all :) both solutions as described by schaefsky & Reyhard are now in the mission - but it still doesn't work. the "removeweapon" command seems to be buggy somehow in this case :( -
NV Goggles not allowed for Opfor - how to?
Vincent Vega replied to Vincent Vega's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
i removed all NVgoggles from the ammo crates - also from all opfor units in the init field. i don't want opfor to be able to pick up/use nvgoggles from dead blufor - they can use the flares to light up the area. the mission is already much fun without this feature (if opfor voluntarily doesn't use NV), but i want the blufor to have a chance to accomplish their mission also on public servers. i'm talking about 8 blufor attackers vs. 24 opfor defenders ^^ -
Multi-player Connectivity and Performance
Vincent Vega replied to GT Phantom's topic in TROUBLESHOOTING
@SUMA: thank god you gave up this directplay mess! I have good hope OFP could beat all existing multiplayergames if you people manage to implement a solid, working netcode! take your time, better late than never:) I stopped playing OFP online/on a lan cause I'm really annoyed of this directplay crap... one small example: simple coopmission, friend and me and a few AI enemies > Me: enemy helicopter incoming from the north! Friend: I can't see any helicopter! Me: ####, take this hind down! you got the AA Launcher, open up your f****** eyes! Friend: I can't see any enemies! Me: arggg, this hind has spotted us! fire,fire... *BOOOMMM* everybody dead. playing like this is no fun at all, you get angry about your buddies cause you think: man, how blind is this lama??? they don't know what you're talking about cause the game runs too often out of sync, this sucks bad... -
You can make vehicles respawn, look at this tutorial: http://editing.operation-flashpoint.de/tut/respawn.htm its in german, but I think you can get the point;)
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All those "solutions" you people present here don't solve the main problem with the missing Join-in-Progress feature: all people I know want to play on a specific server cause they know each other and they call it somehow (gaming-)"home". So BIS stated this is a tactical game... right it is, but tell me how you do nice teamplay with people you don't even understand or know a bit. I think its really disappointing if you look in ASE for an open game, jump in and recognize that every player does his own thing, not even trying to do some teamwork:( This sucks bad, OFP is definitvely made for teamplay! So this is the effect that missing Join-in-Progress feature has on the game, an effect the developers themselves don't want to support for OFP as they stated before. Believe me, I know what I'm talking about, we had one of the first clan-servers for CS in germany. It was a really great time, many people were playing only on our server and we made a lot of buddies (even in real-life) during this time. The reason why this worked like this ? Join-in-Progress was always available and people could just get in game anytime (if there was room *g) and didn't have to wait for a long time. Many of them quitted  CS meanwhile and we sometimes manage to get in an OFP game with 3 or 4 of us, but this is only possible if people got time and nerves for this procedure! Don't tell me now you get 20 people togehter all the same time for playing OFP, even on LAN this is not easy (although you can slap people who mess around ). Once more my conlusion: I need no more addons, missions etc. till Join-in-Progress is possible in OFP, who needs all this stuff for one or two singleplayer missions!? JIP is the thing we need ASAP.
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ROFL @ Dawdler nice little joke
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First let me say one thing: Operation Flashpoint is the game I always wanted to play since I started playing computergames on a C-64. Thank you for making it, BI! Singleplayer is pretty good, but the real potential of this game is multiplayer! Joining ability for multiplayer games in progress is a MUST HAVE for an onlinemultiplayergame! who needs new vehicle-, weaponsaddons etc. if nobody plays the game online? I think we don't need them for one or two "lousy" singleplayer missions to play around with... The ability to join a multiplayergame whenever you want is really ESSENTIAL. So you say its difficult to implement cause there is a lot of information to be send? Why not try to handle it like this: Players connect to game in progress. The server shows the connected player short info about the mission and/or welcome message from the server and which "roles" are available to play (eg. as in RTCW). The player picks one side & role to play. During this process the information about the actual game state is being sent to the player. How long might connecting take? 30 seconds? Ok, it depends on the players (and the servers) available bandwith how long it takes to get the actual game state from the server, but who cares if it would take eg. 2 minutes? better than wating for 30 minutes or even more to get in a game!!! Just look at the number of servers running for OFP... acutally I see 125 (v1.26) in All-Seeing Eye, only !3! of them got more then 10 players:( Thats really a shame for a game like OFP! Even for Return to Castle Wolfentstein MPDemo there are running 511 servers at the moment, and many of them are full! not to mention CounterStrike... but #### OFP has much more potential than those "primitive" games! Just think of the most popular multiplayergame at the moment, CounterStrike: if you couldn't join a running game who would play this anymore??? CONCLUSION: please make join in progress as soon as possible available in OFP, its much more important than anything else! Otherwise OFP is going to be forgotten soon:( sincerely, Vincent Vega