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SaintPier

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About SaintPier

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  1. SaintPier

    Heli won't come

    THX for testing. I placed a trigger to check if BMP is destroyed and removed the condition on the waypoints. It seems to work, but i have to wait untill my friends are online to test it in MP. And for the Heli i did the same. I understand this synchronization better now. The same problem occurred in Act-2, but i will correct that later. Thanks dudes....;)
  2. SaintPier

    Heli won't come

    If someone would like to test my mission to see what the problem is, here is my URL : http://www.xs4all.nl/~stpier The mission i talk about is 'sorrow on sarugao Act-1' Feel free to test my other missions also. Don't flame me please. I am a newbee with this stuff, so i need constructive criticism. ;-) THX !
  3. Hi all, I created a simple MP mission on Sarugao. First we kill all east troopers in Belnuevo. After that an east_BMP should come into town, wich we must destroy. We must find a computer and then we're done. Everything works with triggers. If all east units are dead : EastKilled=true; publicvariable "EastKilled" BMP destroyed : BMPDead=true; publicvariable "BMPDead" Found the computer : PuterHacked=true; publicvariable "PuterHacked" When EastKilled becomes true, the BMP should follow a waypoint with condition : EastKilled. When all three variables are true, a helicopter comes to pick us up. That helicopter follows waypoints. The waypoint before the one where the heli lands, has a condition : EastKilled and PuterHacked and BMPDead. I public all variables, butt still the BMP and the Heli don't follow their waypoints as they should. When i play alone, everything works fine. I added a debug line in a loop : ?(name player == "SaintPier"): player sidechat format ["%1 - units, %2 - EastKilled, %3 - BMPDead, %4 - PuterHacked",count list TR_CheckAlive, EastKilled, BMPDead, PuterHacked] TR_CheckAlive is a trigger EAST - PRESENT. Works fine. I can see the count of east units decrease, whenever one is shot. When that count = 0, EastKilled becomes true with a trigger EAST - NOT PRESENT. I can see with the debug line that EastKilled indeed = true. Why is that BMP not coming? Can anyone prevent me from pulling all my hair out? ;-)
  4. SaintPier

    prevent <unit x> join player

    Thx for the replies. Indeed i have the ECP mod installed. I also found the option in ECP options. But i created a MP mission, and don't want others to have the option available also. If i want to use RemoveAction, i need an index of that action, right? Is there a way to search for specific actions in the list?
  5. Hi all, I made this mission where a unit does some stuff at the beginning of the mission. After that he runs away. I delete the unit when he's out of sight. But when the leader (maybe other players to) comes close to the unit an action apears unit join player. But i don't want that, because this will stop his actions. I don't want the leader to gain control over that unit. Is there a way to prevent that action? THX SaintPier
  6. SaintPier

    Resistance reference guides

    Thanks. I'm already reading. ;) grtzz SaintPier
  7. Hi All, In this forum i find a lot of links to OFPEC but when i follow them the contents has been removed. Does anyone still have some documentation for me? I'm trying to make MP missions but I'm getting headaches from it. - Scripts running on the server but not on the clients. - GlobalChat messages not visible on clients. - Mission ends on the server but not on the client. That is : the mission does end, but mission status is still ACTIVE and not DONE So is there some study matherial for me? THX SaintPier
  8. SaintPier

    Wich units are in vehicle

    Thanks Eggbeast. The 'sleep' command is new for me. Is that a newer version of OFP maybe? The command i use is ~ Anyway...I have the creation of units working. The problem is tp get it working in MP. Halfway the mission, there is a timed event, wich works fine when i test the mission alone. But yesterday we tried the mission with 3 MP's and the timed trigger didn't work. The trigger sets a boolean on activation to TRUE. In the init.sqs i Publish that variable with 'PublicVariable "SecondAttack" '. This is what i think is happaning : On the server the trigger activates. SecondAttack becomes true. PublicVariable "SecondAttack" sends the variable over the network. But Init.sqs is also running on the clients, so the clients also do a 'PublicVariable "SecondAttack" '. The the boolean is FALSE again, while it should be set to TRUE. And stay TRUE. In other words : I have to check where the script is running before publishing the variable. I have read something about IsServer, but can't find it in the editor i am using. Probably my OFP 1.96 version is to old. grtzz SaintPier
  9. SaintPier

    Wich units are in vehicle

    With non-local space you mean network game? If i write the script in the Init.sqs, will it work on all computers?
  10. SaintPier

    Wich units are in vehicle

    Thanks again Reyhard. Things can be sooooo easy right ? Can you tell me also how to fill a flying plane with units? I have found this c-130 and want to stuff as many units in as possible. At a waypoint i want them to jump out. For that i have a script, but how to get the unit in a vehicle wich starts flying? THX ;-)
  11. Hi, I have a plane that starts flying. How can i get the array of units inside the plane? Thanks, SaintPier
  12. SaintPier

    Number 2 string

    I agree. But in the mission I created there will come 4 groups of 8 soldiers each for 10 minutes. When all 8 are dead, a new group is created. I already put in a pause in the create scripts, so that they don't come back immediately, but all that dead bodies will slow the game down considerably. To keep it playable i changed the code. Now only one group will leave bodies. The other three don't. There will be bodies enough after ten minutes, so i think this is acceptable. I have read some threads about problems with MP missions, concerning scripts that only run on servers etc. Do i need to do something to make the game work as MP? grtzz SaintPier
  13. SaintPier

    Number 2 string

    Hey Reyhard, Thanks for such a quick response. Do you mean a unit can be dead in the game while it's 'GetDamage' < 1 ? That would explain it. And about that format command : I feel stupid. I could have found that in the "Operation Flashpoint - Resistance: Scripting Commands reference". But i DIDN'T. ;-) Thanks again grtz SaintPier
  14. Hi All, Because of my old PC, and the fact that it is a great game, i still play OFP 1.96 with my friends. I haven't seen any other game with such multiplayer COOP missions. Now i have made my first mission on the airfield on Everon. We defend the airport while East is attacking. I found a script to create units at runtime, and it works fine. When a group dies, a new group is created, so the number of men attacking us depends on howmany you kill. But the thing is : I have to delete the units from the group before i can recreate the group. I would like to leave the dead bodies and the exploded tanks where they are. But the problem seems to be that the group gets to big. Does anyone knows a workaround for this? Another problem : I want to show the number kills of our team, while playing. In the script where the units are created i added the variables KillsEast and KillsWest. How to convert a number into a string? Let me paste my script here. Units create : ============================== #create ?(count _west1 >=8): "deletevehicle _x" foreach _west1 ~0.5 "SoldierWB" CreateUnit [getMarkerPos "M_West", West1,"s5=this",1,"Captain"]; "SoldierWG36a" CreateUnit [getMarkerPos "M_West", West1,"s6=this",1,"Captain"]; "SoldierWB" CreateUnit [getMarkerPos "M_West", West1,"s7=this",1,"Captain"]; "SoldierWG36a" CreateUnit [getMarkerPos "M_West", West1,"s8=this",1,"Captain"]; ~0.5 [s5] exec "WestUnit.sqs" [s6] exec "WestUnit.sqs" [s7] exec "WestUnit.sqs" [s8] exec "WestUnit.sqs" WestUnit.sqs : =============== _WUnit = _this select 0 #loop ? NOT (Alive _WUnit): goto "end" ~0.2 goto "loop" #end KillsWest = KillsWest + 1 player sidechat "West lost one" =================== On that last row : player sidechat..... i would like to show KillsWest. In Delphi it would be like "West units killed : " & IntToStr(KillsWest); Is there anyone around who knows anything about this ten years old game ? Thanks ;-) greetings, SaintPier
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