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domcho

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Posts posted by domcho


  1. Well, no. It did not. By doing 2) you just added your server to your local server list in OFPMonitor, but that does not enlist it on the master server, so that others can see it too.

    But as you managed to add it locally, you may tell us now if your server has loaded the config file. Just compare the server settings that OFPMonitor reports about it, with the ones in the config file.

    Everything is the same. I can join my game through OFPMonitor or LAN. The hostname, motd, admin password, maximum player slots are the same. Here is what my bat file looks like:

    REM OPERATION FLASHPOINT RESISTANCE STANDALONE DEDICATED SERVER LAUNCHER
    REM
    REM
    OFPR_Server.exe -nomap -server -config=server.cfg -cfg=server_flashpoint.cfg
    REM                    ^^^^^^^^^^
    REM
    REM Name your config file here.


  2. 2) add it manuall in ofpmonitor (Settings -> Servers -> Add) and enter localhost:2302 - (I assume you run the server on the same computer), and check its settings there)

    This worked! Thanks!


  3. I have played crCTI like 6 or more years ago :D Thank you all!

    Do you guys know how can I make my own server visible on OFP Monitor? I have a OFPR_Server.exe and a batch file to launch it. I also set reportingIP="213.92.154.12"; but my server does not show on OFP Monitor.


  4. I see now. Thanks. But I am using CWA with Steam. Is that a problem for OFP Monitor? I know I should have patched my original OFP to 1.99 but I like to use is through Steam.


  5. Well after working on the code that DarkWanderer gave me I was able to do what I wanted to. Here it is:

    3 fadeSound 1;
    enableRadio true;
    titleCut ["", "BLACK IN", 3];
    waitUntil{!(isNil "BIS_fnc_init")};
    if (group player == Pilotgroup) then {
    ["Soviet airbase", "Western Nogova", "May 26, 1985 - 04:30"] spawn BIS_fnc_infoText;
    } else {
       if (group player == Spetsnazgroup) then {
        ["Nevelkov", "Southern Nogova", "May 26, 1985 - 04:30"] spawn BIS_fnc_infoText;
       };
    };

    This creates a different info text at the start of the game. Since the pilot starts at the airport he'll see the first text and the Spetsnaz group that starts in the village of Nevelkov will see the second text. Haven't tested it in multiplayer but I believe it should work. Thank you very much.


  6. It's an MP mission for 6 players. 1 players starts as a pilot at the airport, the other 5 are a group of Spetsnaz who have to clear a village and use laser designator to mark a specific target for the pilot. I want the pilot player to see the following:

    titleCut ["", "BLACK IN", 3];
    waitUntil{!(isNil "BIS_fnc_init")};
    ["Southwestern Airbase", "Nogova", "May 26, 1985 - 04:30"] spawn BIS_fnc_infoText;
    sleep 1;
    playmusic"text";
    sleep 3.2;
    playmusic"text";

    and the Spetsnaz team to see:

    titleCut ["", "BLACK IN", 3];
    waitUntil{!(isNil "BIS_fnc_init")};
    ["Nevelkov", "Southern Nogova", "May 26, 1985 - 04:30"] spawn BIS_fnc_infoText;
    sleep 1;
    playmusic"text";
    sleep 3.2;
    playmusic"text";

    Basically the first line displays the village/location, the second line displays the part of the island and the third line displays the date and time. But the bis_fnc_infoText in the init.sqf is displayed to all units

    This must be executed in some simple trigger, spawned through init.sqf or using BIS_fnc_MP
    I don't know how to spawn triggers and add stuff to them :confused:

    BTW, I don't want to open another thread so I'll ask here - how can I check if a whole group has damage>=0.8? Something like damage count units group1 >= 0.8 but this code doesn't work


  7. THE GREAT ESCAPE

    Arm_A2_OA_2014_05_24_01_38_52_42.jpg

    And lastly there is the oldest and deepest desire, the Great Escape: the Escape from Death. - J. R. R. TOLKIEN

    Hello everyone. It has been a while since I made any missions but recently I came back to mission editing and decided to recreate a mission that me and a friend of mine made back in Operation Flashpoint Resistance (ArmA Cold War Assault). The mission is called "The Great Escape". It's made both for singleplayer where you play alone with no friendly AI and for multiplayer where you can play with AIs or with friends. You start at the village of Cancon with nothing but a handgun. All your friends are dead, no ammo's left behind. You must head Northwest to the US base near the airfield where's the only place that has a flying vehicle - a Mi-24 Hind stolen by the Americans. The whole island is held by the US and the FIA who are working together against the USSR. All Soviet forces withdrew from Malden and what was left behind was either killed or captured except you. Your ultimate objective is to grab the Hind and fly to Kolgujev however before making your retreat home you must go through 5 villages controlled either by the US or by the FIA and destroy everything you find there as an act of vengeance against your foes which slaughtered your comrades in Cancon (and not only) while you were away. If you skip 1 single village you will not be able to complete the mission.

    At first our plan was to ignore the villages and put patrolling squads all over the island but since Malden has no trees and forests like Everon and Kolgujev, it will be kind of impossible to hide once you encounter hostiles. That's why you are forced to go through the villages situated on the road leading to the US base near the airfield. If you are wondering "How am I gonna know if the village is cleared and there aren't any soldiers hiding in the buildings/tents/bushes?" - Well once you kill the last enemy in the village you'll get a hint and a task update.

    There is only 1 huge difference that's not important that much for the mission and gameplay. In Operation Flashpoint Resistance/ArmA Cold War Assault this mission was created on the AEC island created by PMC Snake which consists of the 3 original islands (Malden, Everon, Kolgujev) on 1 place where you can go from one island to the other. Unfortunately no such addon exists for ArmA 2 at least not to my knowledge.

    The only thing you need to play this mission is the CWR² Mod. Downloads:

    CWR² - http://www.armaholic.com/page.php?id=14568

    Singleplayer - http://www.mediafire.com/download/ef7tgvbnoh241q1/The_Great_EscapeSP.abel.pbo

    Multiplayer - http://www.mediafire.com/download/0jjhh8305px612s/The_Great_EscapeMP.abel.pbo

    Special thanks to the CWR² team for making this great mod. I would like to ask anyone who has the time, desire and knowledge for creating islands, to create the AEC islands addon for ArmA 2.

    I hope you enjoy the mission. Please leave feedback.

    • Like 1

  8. I am not sure if this is the right place to post this since it's concerning the CWR2 mod but:

    http://cloud-2.steampowered.com/ugc/597037256758256614/1F36D1A1D8796280046362380A9222BEAB2FFDCA/ (443 kB)

    As you can see I have multiple campaign missions from CWR2 in my MP missions list and there are a lot of cutscenes from the campaigns as well. I do not have any of those in my MPMissions folder nor did I ever extract any of the original missions to multiplayer from the editor. I also have single missions from CWR2 multiple times in my list. I don't know what's causing this but please, can somebody tell me how to fix it. It's really annoying.


  9. Well IMO, I think Malden is a lot better with Everon/Kolgujev forests. I think like 5 or 6 years ago before I bought OFP, I downloaded Cold War Crisis from a website. I still have this memory (which can be false) when playing the CWC campaign on the mission called Pathfinder, the other friendly squad comes out of a forest that's like the same as Everon's. Same thing on the Interdiction mission when I ran away to finish the mission after I blew up the tank. Maybe if someone can post the CWC and Resistance patch notes because I can't find them, we can see the changes.

    And if you notice the screenshot, this is just below Houdan. That's where the Interdiction mission took part on that mountain. The place in the campaign was called "The Border Zone" :P


  10. I did a lot of research on this but I could not find the answer. For anyone who has played the Red Hammer campaign in OFP, if you remember the HQ is named Eagle. I was wondering if it is possible to make a sideChat from Eagle. So far I've tried the following stuff:

    1st - East unit named Eaglebase. init field -

    this setGroupId ["EAGLE"]

    problem on the chat is it appears EAGLE 1. So I need a way to remove the callsign number.

    2nd - I tried with game logic, but it only works for globalChat

    Logiceaglebase globalChat "EAGLE: blah blah blah"

    I tried making the game logic to east side but then it acts like a unit and has it's own standard ArmA 2 callsign.

    3rd - Obviosly this doesn't work -

    [east, "EAGLE"] sideChat "Blah blah blah"

    Neither does

    EAGLE = [east, "base"] sideChat "Blah blah blah"

    And I don't want to edit the stringable.csv. I am looking for a editor/script way to do this. Thanks.


  11. Hello everyone. I was thinking of posting this thread long ago but I always forget. Why do I have this strange feeling that Malden had the same forests as Everon and Kolgujev?

    http://cdn3.steampowered.com/v/gfx/apps/65790/ss_7fde608cd7f7df6003933cd362429673851a9589.1920x1080.jpg?t=1319591526 (133 kB) - this is an official screenshot I have on the back of my original OFP GOTY edition CD box

    I think long ago when I played OFP I remember that. But I think version updates changed the Malden forests. Am I right?


  12. Okay I did some random stuff with triggers and action scripts and finally achieved my goal.

    Since I want the action to appear only when a player who hasn't taken a map is in the vehicle and if he gets out the action to disappear I did this

    Player unit name is Gastovski. Init field -

    this removeWeapon "ItemMap"; Map1Taken = false; Map2Taken = false

    The other unit name is Mike.

    then I use 2 triggers

    1st trigger set to repeatedly

    Condition - Gastovski in Hawk and Gastovski == driver Hawk and not (Map1Taken)

    Activation - map1 = Hawk addAction ["Take Map","Map1.sqf",[1],0,false,true,""," driver _target == _this"]

    2nd trigger set to repeatedly

    Condition - not (Gastovski in Hawk)

    Activation - hawk removeAction map1

    3rd trigger set to repeatedly

    Condition - Mike in Hawk and Mike == driver Hawk and not (Map2Taken)

    Activation - map2 = Hawk addAction ["Take Map","Map2.sqf",[1],0,false,true,""," driver _target == _this"]

    4th trigger set to repeatedly

    Condition - not (Mike in Hawk)

    Activation - hawk removeAction map2

    Map1.sqf:

    _radarObject = _this select 0;
    _activatingPlayer = _this select 1;
    _actionId = _this select 2;
    
    _activatingPlayer addWeapon "ItemMap";
    _radarObject removeAction _actionId;
    Map1Taken = true;
    

    Map2.sqf:

    _radarObject = _this select 0;
    _activatingPlayer = _this select 1;
    _actionId = _this select 2;
    
    _activatingPlayer addWeapon "ItemMap";
    _radarObject removeAction _actionId;
    Map2Taken = true;

    I'm pretty sure Nimrod's way is easier and I will try it next time but since I already got what I wanted it I'm too lazy to recreate this whole thing. 2nd the _radarObject = _this select 0; is just a copy-paste from an addAction tutorial I found. I am not really sure what it is and what it means :D


  13. Hello. I have 2 questions regarding addAction and removeAction.

    1st how can I make an action available for everyone who enters a specific vehicle. I only found out how to do it for a driver

    this addAction ["Action Name","MyAction.sqf",[1],0,false,true,""," driver  _target == _this"];

    Is there a code that makes the action available for everyone regardless of their position in the vehicle and is there a code for only 2 positions in the vehicle (for example an action only available to driver and gunner).

    2nd I am making a mission where you have to get in a helicopter to take a map because you start with no map. But because no players start with map I was wondering how can I make an action available to all players but only usable once per player. So if I take the map the action disappears for me but not for other players who haven't taken a map yet.

    This is the map script:

    1st helicopter init:

    this addAction ["Take Map","Map.sqf",[1],0,false,true,""," driver  _target == _this"];

    and Map.sqf:

    _radarObject = _this select 0;
    _activatingPlayer = _this select 1;
    _actionId = _this select 2;
    
    _activatingPlayer addWeapon "ItemMap";
    _radarObject removeAction _actionId;

    But the last line removes the action for everyone. If I don't use this line I can use the map action more than once and I don't want that. Thank you in advance.

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