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Everything posted by [aps]gnat
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Time left and time elapsed
[aps]gnat replied to [aps]gnat's topic in OFP : MISSION EDITING & SCRIPTING
Arh Bugger ! Just read the OFPWatch web page ...... the TIME ELAPSED is a function of OFPWatch itself .... not of an OFP Server. ....... but it doesnt seem to show for me on my normal dedicated game server ... OGN ..... Oh well .... thanks anyway lads. -
Apart from; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">estimatedtimeleft 3600 in INIT.SQS, is there any other commands/instructions to determines mission times ? For example, OFPWatch has both a TIME LEFT and a TIME ELAPSED ....... so how are both these initialised ... ? No, elapsed doesnt seem to be calc'ed from estimatedtimeleft because on OFPWatch TimeLeft can have a number and Elapsed is NA..... (um .... maybe Elapsed on OFPWatch doesnt work .... hmmm) Any pointers are good ! Cheers
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Time left and time elapsed
[aps]gnat replied to [aps]gnat's topic in OFP : MISSION EDITING & SCRIPTING
Yeh ..... I understand (and use) what estimatedtimeleft does .................. but that DOESNT do anything for ELAPSED TIME .. So what is this in OFPWatch ? How its it initialised ? Hey CERTA ..... you there man ? -
Lovely KA-26 beta by Ghost I like a lot, nice dynamics, sound .... Be nice if it could be finished ... Good one anyway Ghost pic @ ofp.info
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Hey Spring-R There was 2 server up until a couple of weeks ago .... but we lost the Oz Resistance server. We still have Lt Damage's server, aka OGN Server ..... those faithful still left in ANZ generally play there. Good bunch of guys, couple of different squads and independants. But you'll need some addons ..... as Shrike said check the Forum for detail, there is an addon DL tool. Server IP is 210.15.254.106 Hope to see ya there soon
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NNNNNooooooooooooooooooo !!!!!!!!! Damage is right ..... the Coop "Black Screen bug" is worse than the "Sound Bug" ............... Plz plz plz plz plz fix
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PMC_Euro 25km Terrain + Campaign
[aps]gnat replied to Snake Man's topic in ADDONS & MODS: DISCUSSION
Nice update ! Only a couple of bad textures along the river and roads not quite joining bridges. Like Acro and other say ............. Nice for Air combat and Tank battles ! Coooooolllll So plz plz plz plz dont lag it up with 1000's of bushes and stuff -
PMC_Euro 25km Terrain + Campaign
[aps]gnat replied to Snake Man's topic in ADDONS & MODS: DISCUSSION
Not a bad island at all Obviously pretty bare at the moment ...... but at least that means its quite Low Lag. Guess it raises the question ........ Big island for campaigns with Low Lag ..... or ...... Big island with realistic detail and high lag Anyway ..... nice work. -
oooooooooohhhhhhhhhhhhhhhhhhhhh ..... yum !
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I like Mogadishu island a lot. At least it pretty good for MP maps.
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Im thinkin the rotorwash effect should only execute between 0.5 and 20 meters off the ground ..... Cant wait (but I can, a little longer) for the update ........... drool :P
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From bn880 Exactly ....... if BIS and Codemasters surrounded the whole thing with barbwire ..... OFP wouldn't still be the game it is now. From Footmunch Agree ...... all sounds closer to scare mungering and paranoia .... The "natural selection" of a good Community will permiate in the end I thinks. oh well ....
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Mike has released version 1.16 (and a Coop version too) MFCTI nnnniiiiiiicccceeee ...... dl'in now. Thanks again Mike and Team !
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Problems with revive script
[aps]gnat replied to Carreon's topic in OFP : MISSION EDITING & SCRIPTING
pretty sure the "observer" view (when dead ... waiting for revive) wont work (ie cycle between players) unless that DEATHCAMARRAY is filled in ...... -
Problems with revive script
[aps]gnat replied to Carreon's topic in OFP : MISSION EDITING & SCRIPTING
Check you have. ....................... in INIT.sqs ....... respawnS11 = 0 respawnS12 = 0 ....... etc in the map Markers anywhere on map, one for each player. - A "circle with clash" NAMED "S11", "S12" etc A "repeat" trigger for each player. Condition: not alive S11 On Activation: "S11" exec "respawn.sqs" TimeOut: 1, 1, 1 in CAM.sqs; DeathCamArray = [_bodybag,S11,S12............................] and large trigger, covering all possible play area; Called: playeralive Trigger West (or East) not present actually, with the trigger, dont think it matters the condition ...... its just used as a "List" also; dont forget the Marker called "respawn_west" (or east), place that in a remote corner (island prefered) on the map OUTSIDE the "playeralive" trigger area -
Thought I'd start a thread for those of us looking for a game of this type. Oz Resistance Server General News Page 1.96 Server @: 203.30.19.54:2302 - Bunch of addons used but some CTI's and RTS on server dont require addons. - Addon CTI's like BW Mod and BAS FTP site for Addons ... or use AutoAddon tool per links on web page. Mission Naming convention for most CTI's CTI @XX ......... - Addons used with XX player slots CTI -XX .......... - No Addons with XX player slots Other unmodified CTI's listed as normal; MFCTI ............ RTS under rts......... Addon versions of RTS not supported.
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Incredibly humongous jam bug
[aps]gnat replied to sputnik monroe's topic in ADDONS & MODS: DISCUSSION
I have seen this problem with AI MAP soldiers in the past. 8/10 time fire high over vehicles. -
Hawk's nimitz class aircraft carrier
[aps]gnat replied to miles teg's topic in ADDONS & MODS: COMPLETE
soooo ......... anyone seen Hawk ........ or an update for this ? -
nooooooo .... lag would be little different from 2-way. Obvious it would be set so the same amount of ppl play, 6-18, but just divided into 3 teams, not 2. Sure their would be 3 commanders building, but again, that would not be significantly different from 2 with script run times. It would be cool from the point of view that 2 teams may form an temperary alliance UNTIL one side is removed from the game! hehe Which brings up one question, what do the first loosing side do while the remaining 2 battle it out ? - Become the town resistance, with limited arms and die if they roam more than 50 meters from the town. - Become rebels, roaming free with limited abilities. - ?
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I understand a little of the scripting in MFCTI ..... and a 3-way version would take some serious editing I think it would also be hard to get evenness with vehicles available to all sides.
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1. Yes 2. Hmmm .... RTS I think, specially with all AI soldiers on 3. um Maybe CTI because of the Resistance .... but then again RTS has more "options" ingame 4. CTI ..... IMHO (which reminds me .... I get script errors when I play RTS 1.41 alone) 5. still CTI i'd say. CTI even has Coop versions ..... but im not saying RTS doesnt ... just not sure. 6. CTI .... more varities available (official and then user moded versions) ... different addons, many different islands, good variety that DONT require addons, less complicated menu systems. ..... but thats just me. My general though is that RTS is more "intense", less strategy than CTI. CTI games may go a bit longer, the Commander has more time to plan things like strategy of location, factory build order etc.
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Yep, my favorite too. One reason as mentioned is performance, hope you can maintain that still Needed; - Road between Saint Renoir and Belnuevo - Small port(s) (not AGS please ) - A couple of small islands in the south east and south west. - Bridges ....... maybe but only between the 2 main islands. Not needed; - Complicated towns IMHO. ie benchs and shyt .... that WILL lag it up. If you want that stuff ... add it in your mission to only the areas used. Best of luck Buggs
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Sweet! Thats a nice universal solution ..... Thanks Taurus/Blanco
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Think Ive identified the ammo in a standard BMP; HEAT73 SHELL73 AT3Launcher ..... and Machine Gun Ammo I can't identify ..... a reference says "MachineGun7_6" ... but that doesnt work. So what are the Weapons on the BMP ? "AT3Launcher" I can remove .... good ........ but the other I cant seem to remove. Help! thx.
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Ammocrate scripting woes....
[aps]gnat replied to —=R.I.P.=—™'s topic in OFP : MISSION EDITING & SCRIPTING
nice thread ! Helps me understand the MP code issues ... Cheers!