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tratsh

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About tratsh

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  1. i thunk i ll go for the ares dude... coz any code but this one can be executed on the server
  2. i'm trying to load the code on a public server so i think i can't access to debug console. i ve manage to load 3000 object and its working fine but i can't figure out what is wrong with the code i ve made previously ...
  3. i ve tried to correct the file using your tips but it doesnt change anything here is the option i use to exec code https://drive.google.com/file/d/0B9kjTYLgjzi3ZXFjWlVVQkFfVmc/view?usp=sharing here is what is written when i add object to zeus ( but nothing appear on map) : https://drive.google.com/file/d/0B9kjTYLgjzi3ZjljYVRxd0hHQ3c/view?usp=sharing
  4. here is the link to the code https://drive.google.com/file/d/0B9kjTYLgjzi3OWlCMjg2bkdjRDA/view?pref=2&pli=1
  5. i execute the script with execute code(server) option in ares mode i use it on a public server. ( any other sqf code i load is working) i waited 10 minutes and not a single object showed up ( but when i select add object to zeus it tell me 2530 object added to the curator) i ll try create 2000 object on map save them and load them to see if my problem is related to the number of object. how can i send you the sqf ? if i put it on code option on the forum it tells me its too long ...
  6. here is my pb. i ve created a zeus mission a server using latest ares mod. -saved the sqf code for anything on map 2000+ objects -pasted it in a text file for later use. Now when i try to execute code on server the objects doesnt appear but if i click on adding all object on zeus it says 2000+ objects added to curator... still nothing showing up , and i ll be happy if someone can tell me why :) FYI: i m running the same version ares mod than the server when i recreate other mission and save them in txt file ( with far less object) the code is executing perfectly and everything shows up on map.
  7. Hi guys , We have a problem while playing with this revive script : http://members.iinet.net.au/~nrspence2/P5.html The problem is : If a guy disconnect from server when he just get killed and not yet appear as a white blanket, his ai just get stuck on the ground dead . AND if leader get a bit far from his body he keep asking REPORT OF STATUS . I tried most of radio command and it does nothing Is there a way to stop that in game ? Is there a way to solve that with modifying the revive script ? like make the delay between dead and blanket faster ? ty for answer
  8. tratsh

    End of GameSpy

    Thank you guys for keeping this game alive ! I stay tune on this project . ! By the way if at one moment you need some Ps 3Ds or Ai element . I'm kind of pro on those softs ... But I don't think it's usefull for a masterserver building . Anyway my brain is yours.
  9. tratsh

    Marker follow ai unit

    do you know how to make it work with revive script ? coz each time a player died the marker stop moving ... and do not follow him again when he is revived.
  10. hi zulu1, thanks for your quick answer, -Concerning the game engine limitation, i thought that thanks to spawn squad triggers those engine limits would have be lowered as in fact only few spawn squad trigger get activated at the same time and limited to 12 player visual range . So my question is. As we overtake the group units limitation, is there a triggers limitation ? Maybe have 300 triggers on the map can cause lagg while loading at start, but can't we make an intro with just an image that will last the time triggers are loaded ? ( a bit like in nogville last version) -Concerning the savegame, saveIdentity, ... and all the command that require Objects.sav file in campaign directory: My idea wasn't to create real saving capability . like keeping the weapons you had, the number of squad member ect... - the idea was just to spawn directly the players to the last objective they had done ( player name can had change) with just giving them approximately satuts, weapons and support level they might had when they reach the "password point". -Same Concerning the JIP features.My idea wasn't to add a proper jip feature but just to give the opportunity to the player to reassign more often as he know that he will not restart mission from scratch but at the last password objectives Exemple: when : the trigger on activation: "1" objstatus "done", obj1c = 1 Condition : hint format {"objective achieved here is the password to the next objective : PASSPASS"} "2" objstatus activate. -> this activate also the series of triggers related to the objective 2 and desactivate all the obj1 trigger and the player can continue to play Now if after that time the player has to reassign . he reassign -> start from scratch -> go to computer triggered object -> if he enter the PASSPASS - This bring/spawn him and all his team to a place next to the objective 2 (where there is ammo crate, support so he can approxilately found kind of wepons he had before, it desactivate all the obj1 trigger, and activate all the obj2 trigger. So player have the kind of impression they come to a saving point. -concerning the dynamic mission as i explain in the upper thread i GIVE UP this is far to complicated and will be really tough to mix with level up. SO you only go from one obj to one another. Because if you enter in an area which is a different obj from the one you are supposed to do, you will see the units, you can kill them but all vehicle are locked and you cannot succeed the hidden objectives and if you go back out obj. trigger area all unit you had kill or destroyed will reappear again if you enter back in . here link to exemple: https://drive.google.com/file/d/0B2W8Ac80WiVoeE5iNFZtdXlPYU0/edit?usp=sharing What i mostly need is that script.sqs that i will put on the init file of the computer. That will Ask for a pass->When pass is entered -> bring the whole team of players to the corresponding current objective start, nearby a corresponding ammo crates and support unit BASICALLY enter pass1 = spawn to ob2 features + remove ob1 features enter pass2 = spawn to ob3 features + remove ob1+ob2 features enter pass3 = spawn to ob4 features + remove ob1+ob2 +ob3 features and so on ... -Concerning the Ofp community . I was thinking a bit the same as you . But i noticed recently that in fact if out of 90% of old timers playing on the few server left there is also approx 10% of total new comers . and new clans building up to 15-20 every day playing members out of more than 30 + the Ru server community + what is left of the XROFP community. http://escuadrontupa.com/tupas.html https://www.facebook.com/pages/Ofp-Escuadr%C3%B3n-Tupa/399106480192836 : non public fb. I think ofp is still not dead as player are bringing fresh air in it ( new mission, new concept). I think also that Only 10 % of the editor and script capability has been exploited. I will hold on till there is still hope. :)
  11. Hi to all the scripta killa, and particulary Nikiller + THE STORY : ( if you want only the fact jump down to FACT section below) While i was diggin deeply into the nikiller script pack, I found those threads about this amazing Spawn squad UPS . :459: This lead me to a mission idea : Make a huge coop revive on nogova where you have to really conquer the whole island with something like 20-30 different objectives (take/hold village, destroy convoy, liberate hostage, destroy strategic things, protect vip , escort squad, and many other thing to do) So this script apparently can make it ( with "few" modification i guess) without creating lagg. But this will make something like a 15 hour mission... -And nobody can hold that (or maybe with coffee drip in you veins) -Server will crash at a time ( like many time before):computer: -Some player will drop. -Player will keep asking for joining or "how much time before the end?" ( as far as I know, In-game joining is beyond scripter's skills) -OFP actual players are rare and come from all over the world . So have very different schedule. -> hard to set a full clan game for more than 1 hour. So for this adventure we obviously need a saving game capability a bit like in a campaign. But only "a bit like" because the idea behind flashpoint is freedom and unpredictability and I want that spirit in this mission. I have a dream that any player of this mission can start by any objective he want and finish by the one of his choice . ( get out this body Martin !!) Then ofp will do the rest. Means changing the game experience as players are doing objectives in a different order each time. So my idea was that each achieved objectives unlock two new objectives. But after many drawing of possibility and probability trees my mind start blow up and I give up. FPDR What else ... Mmm ah yeah , a nespresso of course ! :ill: My mind blow because upon all those possibilities. I wanna deeply implement a kind of increasing difficulty and increasing means of action accessible to the player (from rifle to tank to helicopter to plane...) as players go through the objectives. So finally this will be a one way mission . no different path . one objective lead to one another. My mind start feelin better at that point. But the saving problem asn't be solve yet. So my idea was that technically the mission always start at the begining But as you reach a specific triggered object ( i think about a computer) there is a kinda menu appearing that propose you to start at your last saving point. But this is not possible like that .On the other hand it's possible to give access to your last objective by entering a password in this menu ( like in my lovely old genesis game ) . This password will be given to player at each objectives ends. And by entering it in the computer "menu" will bring ( spawn) the whole team to their last objectives. You will told me: "yeah sounds great but there is a simpler way" Just do several short mission . make a series with number ( Band of commrad 1-2-3-4-...) and play it in the right order. But that's creating what i hate the most is those series The non-realism: let me explain with an exemple : Mission.pbo A is to take airport and Mission.pbo B is to take a village next to the airport. i play the mission A: As the mission.pbo A is set with enemy only at the airport . if I choose for strategic reason to move to the village ( the one im supposed to attack in mission.pbo B) there is nobody !! the village will be empty... and i can attack the airport from this village without being annoyed by enemy that will appear by magic when i will play the mission.pbo B and so on with mission.pbo C - D - E -...- Z the whole island will be empty so logically nothing to do with really take back the island . Ok well so you will probably told me "yeah so just do a main mission file with all the spawn for all unit and obj set on it .And then create several pbo mission file by deleting spawn of the previous objectives done and that's it " yes that will work but ... -That will make many mission pbo files . -That will break the mission continuity when sometimes not needed. -That will allow player to choose to overtake the increasing difficulty level by starting by the last mission. By using some password i wanna create a kinda Flashpoint event by: -Create a reward feeling. -Make different clans compete to be the first to advance in campaign. -Make sure that any new players who start that campaign really enter deeply in it from start. -That will give a kind of immortality of the campaign as different generation of gamer will discover this mission step by step. Because one thing i observed during 10yrs on flashpoint is that clans/servers are disapearing but new ones keep creating with different players who discover or rediscover continually the missions . Even some fathers now learn how to play this awesome game to their kids So lets sum up the fact now. + FACTS RED I need big help ORANGE I need little help GREEN I can do SPECIFICATIONS of the mission pbo file. We must have: -a coop revive mission -With 20-30 objectives ( very different, not only take village type) -New objective appear on briefing one by one only when the previous is done. -To each objective correspond a series of spawn squad and/or vehicles. -Those spawn appear when any player is moving at visual distance of the obj. even if this obj. is not revealed in briefing. -All spawn squad disappear when no player is in visual range and RESET to 0 (all unit killed will come back if player is again on visual range) . -EXEPT the current obj appearing in briefing. This one never reset whatever happend. -Once the current obj is done the player (maybe only the team leader) obtain a "password" and can simply continue the mission going to the next obj. -If at one moment the game is over . all dead/server crash/ need rea for new player: ° The player can still continue the mission to his last objective by entering the corresponding password. ° For this he go to a triggerred object at the mission start -> a menu appear -> he enter the password -> the whole team spawn at the corresponding objective. We should have: -An increasing difficulty at each new objectives -An increasing means of action delivered like support at each new objectives. -A decreasing size "enemy occupied zone" marker at each end of obj. - Could be nice to have: -Some achieved objectives in briefing lead to not only 1, but to a choice of 2 or 3 new objective in briefing. -When those 2 or 3 objectives are done it can lead to 1 or 2 or 3 other objectives. - To help you understand what i certainly badly explained link to the concept map view: https://docs.google.com/file/d/0B2W8Ac80WiVod2x1R2k1eXVXTkk/edit?pli=1 So here it is... I welcome gladly any help, scripts, ideas, improvements, comments , suggestions, objections, support, tips, jokes.... I will give my email and skype if needed
  12. tratsh

    Marker follow ai unit

    Perfect buddy , this is working for me too . thanks for your time
  13. tratsh

    Marker follow ai unit

    I just use that syntax coz on my mac there is not the right key . but I typed it correctly
  14. tratsh

    Marker follow ai unit

    Hi Nikiller, thanks for your help and script, But i can't make this work ( dunno why ) i named the sqs file marker / i add a unit called D6 / i add a blue dot marker called M1 / i add a trigger : detected by west- (once and repeatably i tried both) - condition this - on activation {D6,M1} exec "marker.sqs" But when i preview in the editor the marker is not following the unit and is just at the place where i putted it . I tried to launch the mission on multiplayer mode it's not working too... I m stuck, dunno what to do .
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