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Thread: Multiple Session Gamemode

  1. #1

    Lightbulb Multiple Session Gamemode

    I have been testing & developing a character saving system for CWA/OFP in the past few weeks. I have a working base for a multi-session mission with character saving which only needs to be ran server-side. However, I've hit a block and I have no further plans for the development of this project for the lack of an idea what to use the system for.

    Example video #1
    Spoiler:

    I am asking you, fellow members of the CWA/OFP-community, for multi-session mission ideas. What would you like to see to be done with a character saving system? Hopefully this project will bring the community of this great game closer together.

    I am looking forward to hearing your valuable ideas!

    E: Check out Multiplayer: Absolute Zero!
    Last edited by qbt; Jun 13 2012 at 00:37. Reason: Added link to AZ-thread.

  2. #2
    hi,

    Quote Originally Posted by qbt View Post
    I have been testing & developing a character saving system for CWA/OFP in the past few weeks. I have a working base for a multi-session mission with character saving which only needs to be ran server-side. However, I've hit a block and I have no further plans for the development of this project for the lack of an idea what to use the system for.

    I am asking you, fellow members of the CWA/OFP-community, for multi-session mission ideas. What would you like to see to be done with a character saving system? Hopefully this project will bring the community of this great game closer together.

    I am looking forward to hearing your valuable ideas!
    Sounds great!

    I 'm not sure if I fully understand your saving system but what about a kind of dayZ mod for ofp?

    cya.

    Nikiller.
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  3. #3
    Quote Originally Posted by Nikiller View Post
    I 'm not sure if I fully understand your saving system but what about a kind of dayZ mod for ofp?
    DayZ features character saving, but this is not DayZ for OFP. Data saved for each character contains information such as the position, weapons and health of the character. This data is loaded and applied to the character when the owner of the character joins the game and saved intermittently during gameplay. This system can be used for any kind of multi-session mission scenario.
    Last edited by qbt; Jun 8 2012 at 22:56. Reason: Added the missing part from the text.

  4. #4
    I'd say you can't do anything until I release Fwatch v1.11.



    Edit:

    Ok, seriously now. Principles are the same but in the new one there are a couple of things server wise:

    • presence check is fixed and works with with dedicated
    • four mem commands work with dedicated (allowing to get a bit of info about the mission)
    • file vars can have '=' in their name (which is rather important when var name is the player name)
    Last edited by Faguss; Aug 6 2012 at 11:22.
    -------------

  5. #5
    Quote Originally Posted by Faguss View Post
    I'd say you can't do anything until I release Fwatch v1.11.
    Spoiler:

    I already have. However, I would like to see a method of saving/loading arrays from a variable in a file in the next version of Fwatch.

  6. #6

    Thumbs up

    Clear up for me something. This system works by means of FWATCH only? And she exactly works on network? If yes, that this was sound.

    I do not know, help this deal or no, but if in network mission in ACWA to the trigger with помошью of the command SAVEGAME then in file USERS\Username\Saved\Mpmission\MissionName\ remain the file with conservation. Truth I do not know as he can be useful
    Last edited by Dimonbel; Jun 9 2012 at 14:00.

  7. #7
    I'm not sure if I understood your whole message.

    Quote Originally Posted by Dimonbel View Post
    Clear up for me something. This system works by means of FWATCH only? And she exactly works on network? If yes, that this was sound.
    This system works both in single- and multiplayer; Fwatch is only needed server-side. There is no need to have Fwatch running on the client.
    Quote Originally Posted by Dimonbel View Post
    I do not know, help this deal or no, but if in network mission in ACWA to the trigger with помошью of the command SAVEGAME then in file USERS\Username\Saved\Mpmission\MissionName\ remain the file with conservation. Truth I do not know as he can be useful
    This system has nothing to do with the saveGame command. Character data is saved server-side and can't be directly edited by the client.
    Last edited by qbt; Jun 9 2012 at 14:37.

  8. #8
    However, I would like to see a method of saving/loading arrays from a variable in a file in the next version of Fwatch.
    Method is the same. Just new presence check will work for dedicated.

  9. #9

    Thumbs up

    Quote Originally Posted by qbt View Post
    I'm not sure if I understood your whole message.
    I not in perfection know the english, since taught more german. Live in Russia

    If I it is correct has understood, Fwatch needs only on server. But player not without fall his have to play and be loaded.

    Possible in detail describe the mechanical engineer of its system. Much wanted play in certain resemblance DayZ. More so that in Russia love and is remembered OFP\ACWA and this will be a present furror.

    If possible, выложи on file exchanger, or project not yet ready?

  10. #10
    Quote Originally Posted by Dimonbel View Post
    If I it is correct has understood, Fwatch needs only on server. But player not without fall his have to play and be loaded.
    You understood correctly.

    Quote Originally Posted by Dimonbel View Post
    If possible, выложи on file exchanger, or project not yet ready?
    The project is not ready.

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