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agenteraser

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About agenteraser

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  1. agenteraser

    Tonal Island bridge problem

    In multiplayer the terrain detail defaults to Normal unless you specify otherwise, with the SetTerrainGrid command in each individual mission.
  2. agenteraser

    Tonal Island bridge problem

    It does that on the very low terrain setting. Low still has it unaligned but it's only like a foot of height difference. The island was designed on the Normal setting, so that's why it's aligned perfectly when set to Normal
  3. I've noticed on our dedicated server that if an addon unit uses a custom "weapon" for "throw" or "put", the action you are trying to perform will not work. The ones that I can think of off the top of my head would be: -RHS Soldiers ( "RHS_Throw" for RHS grenades) -BLB Desert UK troops ("BLB_Put" for the BLB satchel charges) -Spetsnaz Mod mine pack ("weapon_empty") In the case of the RHS units and the Mine pack, the weapon does not show up when cycling through weapons, but the ammunition still appears in your inventory. The BLB satchels are placed from the action menu, so when you place one, it acutally places a satchel on the ground, but it does not do anything and the ammunition remains in your inventory. It just places the model but does nothing else with it. Is there any sort of workaround for this to make them work properly?
  4. agenteraser

    Mapfact's Respawn v2.0

    My friends and I have been using 2.0 for a while on our dedicated server and we have been experiencing some problems with the spectating script. The actual respawn works fine, but when you are completely dead and put into spectator mode, It has the tendency to lock up OFP. It happens almost every single time, and has happened to about a dozen different people. It even happens on the demo missions that come with the DAC scripts. Do you have any idea what causes this, and if so, has it been addressed in the new version?
  5. agenteraser

    Dedicated Server Config database

    If one wanted to change some of the settings for cadet/veteran mode on a dedicated server, which .cfg file needs to be edited and where does it need to go? Basically all I want to do is turn tracers off in cadet mode on the server. I know locally, all settings to be changed are in userinfo.cfg. should this be the same on the server? Also, is there a way to force cadet mode without having a mission rotation set in the server.cfg?
  6. agenteraser

    crCTI and CoC Artillery

    Thank you. After I read your post I went back to the CoC forums and found your thread. It's pretty exactly what I want to do and with some adaptation, I can probably make it work with my mission.
  7. I'm editing a crCTI mission for some friends and I to play, adding units / weapons and all that good stuff, but one thing I would really like to add would be the ability to purchase and use the M101s from UA. I know what I need to do, it's just that I have no idea how to implement it. Because of the way UA is set up, in order for an artillery group to be controllable via the radio, it has to have unit in a gun as the commander. Simply placing a gun, adding a unit to your squad and then ordering them to get in the gun will not work. I can add the static guns just fine, but what I need is to run a script on them when they are created that: 1. creates a unit 2. puts the unit into an "artillery" group that is seperate from any of the Human or AI teams in the game. 3. moves the unit into the gunner position of the gun that was created. 4. Limit the "artillery" group size to 4 units (would creating a bunch of gamelogics and moving them into the group take up the extra space?) Another somewhat related question is whether or not the Spetznas mod Mine pack is compatible at all with multiplayer. I tried some simple tests and it seems that players can place the mines, and they work, but they are the only ones that can see them. If there are two players on the same side, but in different groups, one won't be able to see the other's mine, even though walking over it will still set it off. I had a friend help with translating the readme (all in russian) but I couldn't glean any information that I was missing in the first place. If there is a workaround for this I'd really like to know.
  8. agenteraser

    Mptest 1.60 helped me & my buddy

    holy shit karrillion. i havent talked to you in about forever and a day
  9. agenteraser

    East and West not fighting?

    you can also group soldiers of different sides together with the group command
  10. agenteraser

    50 for hummer

    it is possible to mount a stationary .50 onto any vehicle with a script
  11. agenteraser

    respawn codes wanted

    the respawn types are: DEFAULT= the default (seagull) SIDE = respawns you into an empty AI on your side GROUP = respawns you into an empty AI in your group BASE = respawns you into an area you designate with a marker named Respawn_West/East
  12. agenteraser

    multiplayer wishlist

    some minor improvements could be made to help with internet or lan gameplay 1. divvy up the roster screen (the one that pops up when you hit "I") into side sections. West, east, resistance, civillian. make it alot easer to see whos on your team 2. a toggleable latency monitor (much like the halflife netgraph) would be nice. the red and yellow boxes are quite uninformative, other than telling you "bad" and "worse" a packet monitor would be nice too. 3.no more "wait for server" screen, let the waiting players see the list of maps, and possibly even vote for their favorites (could be good for dedicated server) 4. vote kick, to get rid of disruptive and childish players 5. editor option to respawn a player with assigned weapon/equipment. or possibly the weapon they started with, just without ammo any comments, suggestions, death threats?
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