SaintPier
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Everything posted by SaintPier
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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? ;-)
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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....;)
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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 !
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prevent <unit x> join player
SaintPier replied to SaintPier's topic in OFP : MISSION EDITING & SCRIPTING
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? -
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
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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
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Resistance reference guides
SaintPier replied to SaintPier's topic in OFP : MISSION EDITING & SCRIPTING
Thanks. I'm already reading. ;) grtzz SaintPier -
Hi, I have a plane that starts flying. How can i get the array of units inside the plane? Thanks, SaintPier
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Wich units are in vehicle
SaintPier replied to SaintPier's topic in OFP : MISSION EDITING & SCRIPTING
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 -
Wich units are in vehicle
SaintPier replied to SaintPier's topic in OFP : MISSION EDITING & SCRIPTING
With non-local space you mean network game? If i write the script in the Init.sqs, will it work on all computers? -
Wich units are in vehicle
SaintPier replied to SaintPier's topic in OFP : MISSION EDITING & SCRIPTING
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 ;-) -
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
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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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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