Can I somehow help? And in general needs help?
Can I somehow help? And in general needs help?
You themselves wrote that system can work in any mission. Or she must be builtin in mission?
А about ideas, why anew think up the bicycle, adapt something like DAYZ in OFP\ACWA. Think many with this agree
Last edited by Dimonbel; Jun 9 2012 at 18:44.
But if we this already to примерру in Russia have done, but we come short your systems for full happiness :-) And again try its system to introduce in CTI. Fighting there long, she will there be to place
The Small question: System saves, but afterwards reads the data and variable scripts, trigger?
Interesting, this could help to make a dynamic online campaign with resource pools or stuff like that
It Be Developed small module, resemblance DayZ, not completely copied, since this impossible. But for base is taken exactly idea DayZ. While that module on the most simple scripts and weighs approximately 28 mb. But completely not yet ready. If your system really works, but in this want to believe that is to say sense to do the module at the most short periods.
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The System subject and high poly models not to manage to do. Begins lags. But for the rest scripts marketed system to lifes: Receiving the food, dream, be Planned enter the money system. Zombi will be immortal. For a while they will be killed, but afterwards simply встанут and continues you to search for. This is made to avoid the miscellaneous of the type brake, in accordance with capacity of your computer. In the same way plays begin on plan (the Stage of the active testing) scripts capacity, which will more clearly choose ViewDistance for each computer, coming from given internal test of capacity in OFP. The Models player and зомби take from usual Resistance, yes and weapon too. All capacity to missions most main
Why don't you use Sinews Of War saving? It doesn't need Fwatch and can be tweaked to save client or server side depending on where the data is needed. You can get the full demo over at the SOW site. Or the basic version is present in kutya's GDCE or my recent Combat Mission demo.
Personally I prefer client side saving for most character stuff because you don't have to transmit variables used by locality sensitive functions from the server using publicvariable (which will take an age to do with a reasonable number of players), you just load them into global variables on the client and setup the character using a client side script.
The other massive advantage of client side saving is that you can play multiple sessions on different servers that are running the same mission. The player's PC effectively holds a profile of their progress which can be used on different servers and missions.
We in general did not hear about such system. But, nothing, presently load and shall look
---------- Post added at 11:13 ---------- Previous post was at 10:15 ----------
Beside this systems two shortages:
1) High difficulty use. Big crockhood
2) She does not save the position. Saves and loads the weapon, but about positions forgets.
Possible I something not so has looked, but while that conclusion such