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aiki

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Posts posted by aiki


  1. Hi,

    I added an action for each player, some thing like that :

    Wait.sqs :

    Do that

    ...

    ...

    Skiptime 0.25

    exit

    But if a player do this action, the "new" time is not distribute to others player.

    For example :

    It's 10wow.gif0 for all (Player1,Player2)

    Player1 do this action (Wait.sqs)

    For him, it 10:15

    But for Player2 it's always 10wow.gif0

    This command seems to be Local in this context, because if i perform a Skiptime by a trigger, the "new" time is distributed.

    So, Skiptime must be executed only by the server (?)

    Is there a way for resolve that without trigger?

    Thanks.


  2. hi,

    I make co-op missions only.

    Some of my missions can provide 200 ennemy units (or more, one is over 400). But theses units are created 'dynamically' in waves (from 12 to 24 units max). The battlefield move with the players, and there are not a bunch of units at the same time, in the same area.

    With this rule, the lag is acceptable in my LAN, ( PIII-700/512Mo RAM) but i don't tryed to play that in the NET.

    This is for a funny 'Shoot' mission, but you can also make an intensive map with few units if you take the time of reflection. wink.gif


  3. Hi,

    when i put a string reference (ex: $STR_SAYHELLO) in any text field ( WP,Trigger), this reference move to the string after preview.

    Text field before preview : $STR_SAYHELLO

    Text field after preview : Bonjour

    If i change the OFP langage (ex: English), the string is not localized after one preview in another langage.

    is there a way to resolve that (except by scripting with localize command) ?

    Thanks.


  4. Thanks,

    I was not specific enough (and my english is gone long time ago ! )

    This is the context :

    MP CO_OP (v 1.75)

    P1 to P3 are player.

    P1 to P3 are in a group named Grp1.

    P1 is Leader

    P1 init field : ...this addaction ["DoIt","DoItP1.sqs"]

    P2 init field : ...this addaction ["DoIt","DoItP2.sqs"]

    P3 init field : ...this addaction ["DoIt","DoItP3.sqs"]

    (Or by a script for do that, the result is the same)

    it's working, i find "DoIt" in the first slot of actions menu :

    DoIt

    Blah

    Blah

    ...

    But, in game, when P1 and/or P2 and/or P3 are close (few meters between players) this list, for each players (P1 to P3), become :

    2 guy close :

    DoIt

    DoIt

    Blah

    Blah

    3 guy close :

    DoIt

    DoIt

    DoIt

    Blah

    Blah

    And when the players are not too close, this list is clean :

    DoIt

    Blah

    Blah

    wink.gif


  5. I have a little problem with "addaction"

    I have 3 guys in Group.

    I add an action "DoIt" (same name for each) by 3 different scripts (DoItP1.sqs...DoItP3.sqs)

    No problem in this matter.

    but, when this guy are close, the item "DoIt" (and attached script i think too) is repeated 3 times in the action menu.

    look messy, confuse and may be dangerous with RemoveAction

    need it.

    NB: This problem not exist with a certain distance between the 3 guys.

    Is it a way to clean up that ?

    Thanks.


  6. I'm working for a MP CO_OP campain with new rules :scoring, some limited RPG capacities...( i think than SP is a realistic tactic's game and MP is another game ).

    I've tried to make a genuine Campain with MP Missions ...

    no success.

    SaveVar is working only on SP Campain.

    The main problem was to save the campain values and parameters along the campain.

    There is a way : SaveStatus and LoadStatus working in MP

    I use some Game Logic for saving the campain value in field Dammage and Skill (in real domain from 0 to 1).

    I save this values by setdammage ( dont must be egal to 0 !wink.gif

    and SetSkill and the end's missions

    I load this value by Getdammage and GetSkill a the start of the next missions.

    The names of Game Logic must be the same between maps

    It's not perfect but it's working,


  7. Hi,

    How to parse a string inside another string, like "this setBehaviour "SAFE" " in CreateUnit ?

    CivG = Group Civ1

    _pos = getpos Ap

    "Civilian" CreateUnit [ _pos , CivG, "this SetBehaviour "SAFE"", 0.5, "CAPTAIN"]

    this last line is wrong (Init field can't to be correctly interpreted : "This SetBehaviour " is the string and: SAFE"" is a operand )

    Is there a way ?

    Thanks.


  8. can you post your script ?

    this is my method:

    no script

    Init field of every MP Unit (copy/past):

    RemoveAllWeapons this; this AddWeapon "M16"; this AddMagazine "M16"; this addmagazine "M16" ...

    By scrpiting you need problably do that

    [this] exec "script.sqs" in init field

    and the script :

    _Ap= _this select 0

    RemoveAllWeapons _Ap

    _Ap AddWeapon "M16"

    _Ap AddMagazine "M16"

    ....

    exit


  9. there is a timer in trigger :

    select countdown or time out and fill the 3 field Min,Max and Middle with yours values (in second)

    but, this timer is activated if the condition is TRUE.

    If you want check this condition after a delay, split your test in 2 parts( 2 triggers , the first start the timer and the second for check the condition )


  10. Hi,

    Before to talk about my little problem, I want to congratulate you and all the team for this great game. Good job. Well done.

    You have answered partially: Intro/Outros could be possible in MP. There is probably a mistake in my design. I could like to solve that by myself, it's the only way to learn.

    Nevertheless, this is my step :

    A- Making a CO-OP missions with the MP-EDITOR, called Commandos.

    Preview -> OK

    Export MP -> OK

    Play (.pbo) -> OK

    B- Making an Intro with the SP-EDITOR (for testing)

    Add Units, WP, trigger, camera's script

    Preview -> OK

    Add a "dummy" mission (1 unit, 1 trigger)

    Preview - Intro -> OK

    Mission -> OK

    Export -> OK

    Play (.pbo) - Intro -> OK

    Mission -> OK

    C- Copy camera's script in the MP folder users (commandos)

    Select and Copy the Intro

    D- Open MP EDITOR- Load "Commandos"

    Past the intro in the slot intro

    Save

    Preview -> No intro - start briefing and mission

    delete .pbo

    Export MP

    Play (.pbo) ->No intro - start briefing and mission

    E- transform Intro into cutscene at the start of the mission

    Preview and play -> OK but cutscene and not Intro.

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