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bn880

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Everything posted by bn880

  1. bn880

    Explosions in opf suck big time!

    I like the explosions, they are enough. Some explosion sounds could use improvement, but I don't expect BIS to improve them, just let us replace the sound files with our own. Currently I think that this requires a modified config, which is banned on dedicated servers. Anyway, ever seen explosions in actual combat simulators used by the military? They have just enough effect for you to realize that something blew up, that's it.
  2. Anyone know if Wrpedit has actually been released? If so, where is it hiding?
  3. bn880

    Where's avon? she's disappeared again.

    Well, maybe she has ties to the Israeli military. Planning the illegal invasions of Palestine? hehhe Just an idea, after seeing her signature and interest in this "game".
  4. bn880

    1.49 beta feedback

    Well, here is what I get sometimes when all users are looking at the Briefing for a few minutes (planning strategy after loading mission): ===================================================================== == C:\OPERATIONFLASHPOINT\OFP_SERVER.EXE ===================================================================== Exe version: Thu Mar 14 15:37:02 2002 file: NuclearChaos world: Eden campaign: battle: mission: ErrorMessage: Out of reserved memory (7 KB). Code change required (current limit 524288 KB). Total free 286 KB Free blocks 184, Max free size 7 KB Well, I don't know if this worries anyone, but it says code change required. ;)
  5. bn880

    Is it just me?

    Is it just me or; to do a check so that a script is executed on a server only the line has to be: ?(local Server) : statement and then you need a game logic object with the name "server" in your map umm......... if so, why the damn capital 'S' in the script. I wasted soooo much time (again) trying to get this going, not knowing the "Server" needs a strange uppercase 'S'. DAMN.This should be better documented, it's like a secret if you do not follow forums all the time.
  6. bn880

    Is it just me?

    If i make it a lower case s it will not work.
  7. bn880

    1.49 beta feedback

    Thanks man!
  8. bn880

    1.49 beta feedback

    So where is 1.49 beta server patch??? Spent all day looking for it.
  9. Roger Wilco? I would complain. The voice chat is a great feature, many serious team players use it. What would do away with your problems, and improve the gameplay of those using the radio is displaying the chatters name. ex: WEST Pink 1: VOiCE EAST Blue 1: VOiCE . . . Something like that.
  10. I have the problem also... Since 1.3 Creative 5.1DE SIS chipset I noticed that putting up the voice volume above the sound effects volume fixes alot. But everyone yells too loud. Actually Ghost Recon had the same problem with Creative cards... but after I and some others comlpained they fixed it. It is definately a problem with OFP. Creative drivers should work fine.
  11. bn880

    Second cursor

    you can also ALT TAB to windows and back it's really not cause for concern
  12. bn880

    Joystics and ports?

    I was wondering if there is a way to use 2 or more different joystics on different ports at the same time to control a vehicle. (chopper or jet) Would be nice if OFP could poll all available ports during gameplay. (man gameports and joystics together with windows makes garbage, restricted setup etc.)
  13. I did get it working with the help from this topic! in init.sqs: ?(side player == east): Goto "east" ?(side player == west): Goto "west" goto "end" #west "Scud" SetMarkerType "Destroy" "Arti1" SetMarkerType "Destroy" . . . "mine3" SetMarkerType "empty" "air" SetMarkerType "empty" goto "end" #east "Scud" SetMarkerType "Flag1" "Scud" SetMarkerColor "ColorGreen" "Arti1" SetMarkerType "Flag1" . . . "ammo2" SetMarkerType "Marker" "ammo3" SetMarkerType "Marker" "ammo4" SetMarkerType "Marker" goto "end" #end exit This way even the briefing gets proper markers. Great, and thanks.
  14. I was wondering how to create one set of markers for the east side, and another set for the west side. (so that they are not visible to both) I am working on an adveserial mission that requires "secret" markers for each side. (I am not talking about runtime markers) Let me know, I couldn't find any posts that explain this.
  15. I have seperate briefings, my problem is with markers not briefings. Anyone else have a clue about different markers for different sides?
  16. Here is a mission script that flies passengers between two different cities on Everon about every 10 minutes or so. This might make it more interesting for MP missions where the entire map of Everon is used for an extended period of time. (deathmatch etc.) Warning, stopping the pilots or the passengers will result in the ferry system to get out of sync, but that's expected if you hijak an aircraft or terrorize civilians! Wish there were Civilian choppers (rescue). Just make a new Everon mission and put this in side. You might need some addons, or just replace the vehicles. version=11.000000; class Mission { addOns[]= { "CH47me", "CDoc", "Ch47D", "OH58" }; randomSeed=2938371.000000; class Intel { }; class Groups { items=12.000000; class Item0 { side="CIV"; class Vehicles { items=1.000000; class Item0 { position[]={4776.717285,159.029999,7072.501953}; azimut=75.000000; special="FLY"; id=0.000000; side="CIV"; vehicle="Civilian"; leader=1.000000; lock="UNLOCKED"; skill=1.000000; text="m1"; markers[]={}; }; }; }; class Item1 { side="CIV"; class Vehicles { items=1.000000; class Item0 { position[]={1213.663452,65.474998,5988.439453}; azimut=75.000000; special="NONE"; id=2.000000; side="CIV"; vehicle="Civilian3"; leader=1.000000; lock="UNLOCKED"; rank="COLONEL"; skill=1.000000; text="pilot1"; markers[]={}; init="this assignasdriver chopper1; [this] ordergetin true;"; }; }; class Waypoints { items=1.000000; class Item0 { position[]={4773.472168,159.029999,6973.319824}; speed="NORMAL"; synchronizations[]={}; class Effects { }; showWP="NEVER"; }; }; }; class Item2 { side="CIV"; class Vehicles { items=1.000000; class Item0 { position[]={4765.226074,159.029999,7073.353516}; azimut=75.000000; special="FLY"; id=5.000000; side="CIV"; vehicle="Civilian"; leader=1.000000; lock="UNLOCKED"; skill=1.000000; text="m1_1"; markers[]={}; }; }; }; class Item3 { side="CIV"; class Vehicles { items=1.000000; class Item0 { position[]={4767.354492,159.029999,7079.737305}; azimut=75.000000; special="FLY"; id=6.000000; side="CIV"; vehicle="Civilian3"; leader=1.000000; lock="UNLOCKED"; skill=1.000000; text="m1_2"; markers[]={}; }; }; }; class Item4 { side="CIV"; class Vehicles { items=1.000000; class Item0 { position[]={4770.759277,159.029999,7059.734375}; azimut=75.000000; special="FLY"; id=7.000000; side="CIV"; vehicle="CDoc"; leader=1.000000; lock="UNLOCKED"; skill=1.000000; text="m1_3"; markers[]={}; }; }; }; class Item5 { side="CIV"; class Vehicles { items=1.000000; class Item0 { position[]={4745.223145,159.029999,7067.395508}; azimut=75.000000; special="FLY"; id=8.000000; side="CIV"; vehicle="Civilian2"; leader=1.000000; lock="UNLOCKED"; skill=1.000000; text="m1_4"; markers[]={}; }; }; }; class Item6 { side="CIV"; class Vehicles { items=1.000000; class Item0 { position[]={4778.419922,159.029999,7066.543945}; azimut=75.000000; special="FLY"; id=9.000000; side="CIV"; vehicle="Civilian"; leader=1.000000; lock="UNLOCKED"; skill=1.000000; text="m1_5"; markers[]={}; }; }; }; class Item7 { side="CIV"; class Vehicles { items=1.000000; class Item0 { position[]={4755.012207,159.029999,7069.097656}; azimut=75.000000; special="FLY"; id=10.000000; side="CIV"; vehicle="Civilian2"; leader=1.000000; lock="UNLOCKED"; skill=1.000000; text="m1_6"; markers[]={}; }; }; }; class Item8 { side="CIV"; class Vehicles { items=1.000000; class Item0 { position[]={4752.883789,159.029999,7085.270508}; azimut=75.000000; special="FLY"; id=11.000000; side="CIV"; vehicle="CDoc"; leader=1.000000; lock="UNLOCKED"; skill=1.000000; text="m1_7"; markers[]={}; }; }; }; class Item9 { side="CIV"; class Vehicles { items=1.000000; class Item0 { position[]={5010.967285,16.334999,3971.209961}; azimut=75.000000; special="NONE"; id=12.000000; side="CIV"; vehicle="Civilian"; leader=1.000000; lock="UNLOCKED"; rank="COLONEL"; skill=1.000000; text="pilot2"; markers[]={}; }; }; }; class Item10 { side="WEST"; class Vehicles { items=1.000000; class Item0 { position[]={11093.869141,27.770483,11664.094727}; azimut=75.000000; special="NONE"; id=13.000000; side="WEST"; vehicle="SoldierWB"; player="PLAYER COMMANDER"; leader=1.000000; lock="UNLOCKED"; skill=1.000000; markers[]={}; }; }; }; class Item11 { side="CIV"; class Vehicles { items=1.000000; class Item0 { position[]={5033.531738,16.334999,3980.583984}; azimut=75.000000; special="FLY"; id=15.000000; side="CIV"; vehicle="CDoc"; leader=1.000000; lock="UNLOCKED"; skill=1.000000; text="m2"; markers[]={}; }; }; }; }; class Vehicles { items=5.000000; class Item0 { position[]={1228.306030,65.474998,5990.713379}; azimut=75.000000; special="NONE"; id=1.000000; side="EMPTY"; vehicle="Ch47D"; leader=1.000000; lock="UNLOCKED"; skill=1.000000; text="chopper1"; markers[]={}; init="this flyinheight 100;"; }; class Item1 { position[]={5036.659668,16.334999,3954.341797}; azimut=75.000000; special="NONE"; id=3.000000; side="EMPTY"; vehicle="UH60MG"; leader=1.000000; lock="UNLOCKED"; skill=1.000000; text="chopper2"; markers[]={}; init="this flyinheight 140;"; }; class Item2 { position[]={11001.584961,24.633389,11674.199219}; azimut=75.000000; special="NONE"; id=4.000000; side="EMPTY"; vehicle="Truck5tOpen"; leader=1.000000; lock="UNLOCKED"; skill=1.000000; text="truck2"; markers[]={}; }; class Item3 { position[]={4773.497070,159.029999,6994.312988}; azimut=75.000000; special="NONE"; id=14.000000; side="EMPTY"; vehicle="Truck5tOpen"; leader=1.000000; lock="UNLOCKED"; skill=1.000000; text="truck1"; markers[]={}; }; class Item4 { position[]={11104.396484,27.999235,11648.533203}; azimut=75.000000; special="NONE"; id=16.000000; side="EMPTY"; vehicle="OH58"; leader=1.000000; lock="UNLOCKED"; skill=1.000000; markers[]={}; }; }; class Markers { items=2.000000; class Item0 { position[]={10971.953125,24.525000,11697.973633}; name="move2"; type="Empty"; }; class Item1 { position[]={4712.184570,155.632477,6953.806641}; name="move1"; type="Empty"; }; }; class Sensors { items=11.000000; class Item0 { position[]={4796.636230,159.029999,7000.945313}; a=150.000000; b=150.000000; activationBy="VEHICLE"; repeating=1.000000; age="UNKNOWN"; idVehicle=1.000000; text="ch1 here, unload all , record arrival"; expActiv="unassignvehicle chopper1; pilot2 leaveVehicle chopper1; ch1arrival2 = DayTime;"; class Effects { }; synchronizations[]={}; }; class Item1 { position[]={11028.659180,25.262974,11765.000977}; a=200.000000; b=150.000000; angle=45.000000; activationBy="VEHICLE"; repeating=1.000000; age="UNKNOWN"; idVehicle=1.000000; text="ch1 here unload all, record arrival"; expActiv=" unassignvehicle chopper1; pilot1 leaveVehicle chopper1; ch1arrival = DayTime;"; class Effects { }; synchronizations[]={}; }; class Item2 { position[]={4800.234863,159.029999,6998.304688}; a=150.000000; b=150.000000; activationBy="VEHICLE"; repeating=1.000000; age="UNKNOWN"; idVehicle=3.000000; text="ch2here call ch1 over"; expActiv="unAssignVehicle chopper2; pilot1 leaveVehicle chopper2; chopper1 commandMove getMarkerPos ""move1"";"; class Effects { }; synchronizations[]={}; }; class Item3 { position[]={11018.329102,25.274509,11764.600586}; a=200.000000; b=150.000000; angle=45.000000; activationBy="VEHICLE"; repeating=1.000000; age="UNKNOWN"; idVehicle=3.000000; text="ch2 here call ch1 over"; expActiv=" unAssignVehicle chopper2;pilot2 leaveVehicle chopper2; chopper1 commandMove getMarkerPos ""move2"";"; class Effects { }; synchronizations[]={}; }; class Item4 { position[]={10975.583984,25.308662,11876.353516}; a=1.000000; b=1.000000; repeating=1.000000; age="UNKNOWN"; text="pilot/passenger switch wait"; expCond="(DayTime > (ch1arrival+0.023))"; expActiv="pilot1 assignasdriver chopper2; [pilot1] ordergetin true; m1 assignascargo chopper2; m1_1 assignascargo chopper2;m1_2 assignascargo chopper2;m1_3 assignascargo chopper2;m1_4 assignascargo chopper2;m1_5 assignascargo chopper2;m1_6 assignascargo chopper2;m1_7 assignascargo chopper2;[m1, m1_1, m1_2, m1_3, m1_4, m1_5,m1_6, m1_7] ordergetin true; m2 assignascargo chopper1;[m2] ordergetin true; pilot2 assignasdriver chopper1; [pilot2] ordergetin true;"; class Effects { }; synchronizations[]={}; }; class Item5 { position[]={11018.002930,22.538881,11876.353516}; a=1.000000; b=1.000000; repeating=1.000000; age="UNKNOWN"; text="send wait"; expCond="(DayTime > (ch1arrival+0.045))"; expActiv="chopper2 commandMove getMarkerPos ""move1"";"; class Effects { }; synchronizations[]={}; }; class Item6 { position[]={11003.482422,22.807508,11942.338867}; a=2.000000; b=2.000000; activationType="NOT PRESENT"; age="UNKNOWN"; text="initChoppers"; expCond="true"; expActiv="ch1arrival = DayTime +2; ch1arrival2 = DayTime +2;"; class Effects { }; synchronizations[]={}; }; class Item7 { position[]={4708.962402,154.497864,7171.000488}; a=1.000000; b=1.000000; repeating=1.000000; age="UNKNOWN"; text="pilot/passenger switch wait"; expCond="(DayTime > (ch1arrival2+0.023))"; expActiv="pilot2 assignasdriver chopper2; [pilot2] ordergetin true; m1 assignascargo chopper1;m1_1 assignascargo chopper1;m1_2 assignascargo chopper1;m1_3 assignascargo chopper1;m1_4 assignascargo chopper1;m1_5 assignascargo chopper1;m1_6 assignascargo chopper1;m1_7 assignascargo chopper1; [m1, m1_1, m1_2, m1_3, m1_4, m1_5,m1_6, m1_7] ordergetin true; m2 assignascargo chopper2; [m2] ordergetin true; pilot1 assignasdriver chopper1; [pilot1] ordergetin true;"; class Effects { }; synchronizations[]={}; }; class Item8 { position[]={4751.381348,157.769592,7171.000488}; a=1.000000; b=1.000000; repeating=1.000000; age="UNKNOWN"; text="send wait"; expCond="(DayTime > (ch1arrival2+0.045))"; expActiv=" chopper2 commandMove getMarkerPos ""move2"";"; class Effects { }; synchronizations[]={}; }; class Item9 { position[]={11071.209961,18.463545,11879.311523}; a=1.000000; b=1.000000; repeating=1.000000; age="UNKNOWN"; text="timeout"; expCond="(DayTime > (ch1arrival+0.5))"; expActiv="ch1arrival2=DayTime ; chopper1 commandMove getMarkerPos ""move2""; chopper2 commandMove getMarkerPos ""move2"";"; class Effects { }; synchronizations[]={}; }; class Item10 { position[]={4783.078613,157.346848,7171.059082}; a=1.000000; b=1.000000; repeating=1.000000; age="UNKNOWN"; text="timeout"; expCond="(DayTime > (ch1arrival2+0.5))"; expActiv="ch1arrival1=DayTime ;chopper1 commandMove getMarkerPos ""move1""; chopper2 commandMove getMarkerPos ""move1"";"; class Effects { }; synchronizations[]={}; }; }; }; class Intro { addOns[]={}; randomSeed=7643651.000000; class Intel { }; }; class OutroWin { addOns[]={}; randomSeed=4791811.000000; class Intel { }; }; class OutroLoose { addOns[]={}; randomSeed=9397763.000000; class Intel { }; };
  17. This is a boobytrap that your soldier will always spot from a small distance.... approach too close and it blows up in your face. Works on any side: vehicle or personell. BTW, the boobytrap can not be seen from a distance (only appears when you almost walk into the trap) class Sensors { items=2.000000; class Item0 { position[]={9639.875000,29.834999,3682.414551}; a=9.000000; b=9.000000; activationBy="ANY"; age="UNKNOWN"; name="tmine"; expActiv="mine = ""AAA805"" camCreate getPos tmine;"; class Effects { voice="Eng29"; }; synchronizations[]={}; }; class Item1 { position[]={9639.781250,29.834999,3682.444336}; a=4.000000; b=4.000000; activationBy="ANY"; age="UNKNOWN"; name="exmine"; expActiv="mine setdammage 1;"; class Effects { titleEffect="WHITE IN"; }; synchronizations[]={}; }; }; If you wish to add more than one to your map don't forget to change the variable names mine and tmine to the new names of the copies.
  18. MP>> ofcourse it's an sqm file I called it a MISSION script. Which it is. anyway read what I said again Rob>> I didn't have to post anything, anyway this is best for anyone who wants to try it... not everyone has infinite excess time on their hands to figure out every detail when making a mission. I don't like posting thousands of lines, but there doesn't seem to be a file server here. Adios .
  19. One satchel is always lost on the dead body after respawning . M82A1 can not be picked up after respawning. Deactivating some ones satchel will not let you pick it up.
  20. bn880

    Random Weather in MP

    Okay, that sure is a better way of doing it. Thanks, I'll try it.
  21. bn880

    Random Weather in MP

    Yes, this means there is different time/rain/fog for everyone... If you do SetPos then the object position will be the same for everyone. If two clients do a SetPos then the one that executes later is going to determine the final position of the object. I am sure even this can break multiplayer games.
  22. bn880

    Random Weather in MP

    Yes well that's alot like placing GameLogic objects in a random pos and getting their X|Y|Z. I think your way is simpler but generates a number from 0 to 1, I actually need different maximum value random numbers such as 0-2 and 0-24. I guess I can just multiply the truck damage by 2 or 24. I used public variable like this: --------------------------------- PublicVariable "startOvercast" startOvercast = Random 24 . . --------------------------------- Even your method is just a workaround to something that should or is implemented in the game (passing variables) 8¬)
  23. bn880

    Random Weather in MP

    Thanks but this script will still create different weather and time for every client in a MP game. As far as I know. The trick I am looking for is to make sure it is the same on all clients.
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