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[aps]gnat

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Everything posted by [aps]gnat

  1. [aps]gnat

    Time left and time elapsed

    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.
  2. 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
  3. [aps]gnat

    Time left and time elapsed

    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 ?
  4. [aps]gnat

    Ghost's ka-26

    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
  5. [aps]gnat

    Australian servers

    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
  6. [aps]gnat

    Wargames addpak 4.0 released

    NNNNNooooooooooooooooooo !!!!!!!!! Damage is right ..... the Coop "Black Screen bug" is worse than the "Sound Bug" ............... Plz plz plz plz plz fix
  7. [aps]gnat

    PMC_Euro 25km Terrain + Campaign

    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
  8. [aps]gnat

    PMC_Euro 25km Terrain + Campaign

    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.
  9. [aps]gnat

    Kenworth truck & trailer pack

    oooooooooohhhhhhhhhhhhhhhhhhhhh ..... yum !
  10. [aps]gnat

    Medium sized urban desert

    I like Mogadishu island a lot. At least it pretty good for MP maps.
  11. [aps]gnat

    Wargames addpak 4.0 released

    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
  12. [aps]gnat

    ODOL Explorer v2.0

    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 ....
  13. [aps]gnat

    Mfcti new version!

    Mike has released version 1.16 (and a Coop version too) MFCTI nnnniiiiiiicccceeee ...... dl'in now. Thanks again Mike and Team !
  14. [aps]gnat

    Problems with revive script

    pretty sure the "observer" view (when dead ... waiting for revive) wont work (ie cycle between players) unless that DEATHCAMARRAY is filled in ......
  15. [aps]gnat

    Problems with revive script

    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
  16. [aps]gnat

    Cti and/or rts servers

    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.
  17. [aps]gnat

    Incredibly humongous jam bug

    I have seen this problem with AI MAP soldiers in the past. 8/10 time fire high over vehicles.
  18. [aps]gnat

    Hawk's nimitz class aircraft carrier

    soooo ......... anyone seen Hawk ........ or an update for this ?
  19. [aps]gnat

    3 way cti

    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. - ?
  20. [aps]gnat

    3 way cti

    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.
  21. [aps]gnat

    Cti or rts?

    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.
  22. [aps]gnat

    Hi res sarugao......

    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
  23. [aps]gnat

    Removeweapon on bmp ?

    Sweet! Thats a nice universal solution ..... Thanks Taurus/Blanco
  24. 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.
  25. [aps]gnat

    Ammocrate scripting woes....

    nice thread ! Helps me understand the MP code issues ... Cheers!
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