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hermano

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About hermano

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  1. hermano

    DAMP - Dynamic Afghanistan Multiplayer Campaign

    Hi there, I haven't been around for quite some time. Like the original Dynamic Afghanistan 1.2, DAMP uses the Updated Afghanistan Rebels . I uploaded the file from my addon folder here , too (available for 30 days, unless it is downloaded). You should try to get honchoblacks Dynamic Afghanistan 1.2 running first, stepping up to DAMP should be easy then. The guys of DMA have been working on a dynamic multiplayer system (so DAMP should be pretty obsolete by now). I didn't keep track of their progress, but they do have a website here. Have fun, h
  2. hermano

    DAMP - Dynamic Afghanistan Multiplayer Campaign

    Hey guys! I have lots of other things to do right now, so I haven't worked on damp for months. It seems there still are some serious problems, I'll try to solve those soon and also use GMER 1.2 (thanks Munk!. It's time to release a 1.0 version. As for playing online, that's a good idea and should speed up development a lot. You could mail to lhc(at)weedmail.com to contact me, I should have time in the first days of next week at about 4 PM CET (17 Uhr deutsche Zeit), so let's give it a try. h
  3. hermano

    Dynamic Campaigns

    Hi tacrod. I am currently working on a multiplayer port of Dynamic Afghanistan. I haven't been much around these forums before, so I had no idea about CoIn and didn't realize that Honchos mission was based mainly on the CoIn scripts. I also read that you are working on a mp version of CoIn but ran into problems. Since damp is nearly completed and is working fine I would suggest that I modify it to fullfil the DMA criteria. If you agree it could be CoIn multiplayer soon. If you don't like that idea I would suggest to integrate the damp solutions to your project, this should speed up development. So what do you think? Also thanks for inventing CoIn, the dynamic mission concept provides me a lot of fun! h
  4. hermano

    DAMP - Dynamic Afghanistan Multiplayer Campaign

    Hi Mox, some fixes and a new beta 3-2. I think when the groups are created they start to move to the players location, obviously not good, I will change that. Afaik only group1 or group2 get tanks (up to 2). I never changed the formation yet, I have no idea what could cause this. Is fixed in 3-2. Shouldn't happen in 3-2 either, I rewrote 90% of that script (still that won't fix all problems). I'll think about it. Right I should offer a beta test download without the music, intro and addons, still I expect to release 1.0 in the next few days (as the release was meant as a 1 on 1 mp port of Dynamic Afghanistan), more additions will be in later versions. I will add an equipment dialog next, when there are no severe bugs anymore I will call it 1.0 . The original Dynamic Afghanistan already uses a dispersion script, so does DAMP, also the arti smoke uses BAS ai-blocking smoke. The spawn and mission scripts are still mainly original scripts, I will rework them soon and will use unit-arrays there too as in the other scripts. I will put all the unit and weapon arrays into the initVariable script in one of the post 1.0 versions then. Porting DAMP to another map will be a lot of work though, since I deleted most logic objects (those were maxed out) that were used for positions and use position3d or position2d arrays. If you plan to port DAMP to another map it will be good to first use Honchos missions map and then copy and paste the new logicobjects positions to the arrays (y and z values must be exchanged). Thanks again for your input! h Edit: Here is a unpbo'd version without intro and music. You will still need the other download to get the addons, I will create that for the next beta too, it will be more useful then. minidamp3-2
  5. hermano

    BIS broken with CODEMASTERS?

    Hi! I'll quote this thread (other snippets were already in older posts here). If I got it right Zzzzz (now Zzeno) is in charge for OFP2 at codemasters, now have a look at this post: So they mainly did Red Hammer, I hated it, just too buggy and those are Codemasters QA guys? A programmer is just a stupid sheep that can program but has to be guided otherwise? What a kind of ******* says something like that (esp. if you look at the quality of their own work )? And yes, I could see a huge difference between red hammer and resistance. What I have read and seen so far tells me that there is not much hope for a good ofp2 by codemasters, I am seriously interested to see their game, but I expect it to be a mediocre game2 ripoff at best. h
  6. hermano

    DAMP - Dynamic Afghanistan Multiplayer Campaign

    Hi Mox, thanks again. I changed some more things, there is a beta 3-1 now. I remember that, should be solved in 3-1. Found that too, again it should be solved. Hmmm, don't know how to solve that, call (all) 5-5, they will show up healed then. No, it wasn't your fault, the extract behaves strange, it will usually miss it's waypoint or just ignore it Right now it has become even worse, the extract will sometimes not liftoff after taking cargo, I don't think I changed anything in that script, this startet around the time I implemented the joining of respawned ai playables to another group. Maybe it's better to completely rewrite that script... Edit: solved, but rewriting might be a good idea anyway I had a look at the BAS CAS script, there was only a minor difference, the heli circled around the target location instead of staying above it, I changed that in the existing cas script. I added keycats grouplink2, in free terrain it doesn't help too much, but fighting large groups in cities is really deadly now. Ah, and tanks, guided by infantry, are really messy! I'll have a look at that arab units, thanks. Yes, art and cas are unlimited (also transports). I'm not aware of such changes, I edit the missions script files directly in the mpmissions folder, so I have not seen this. I can't think of anything that could cause it right now, sorry. Edit: The folder is writeprotected! Actually all folders inside the pbo. The best will be to uncheck write protection for all of them, I just did that, so future version should be editable without problems. h Sure, the rebels shouldn't have any, but some russian aircraft would fit well. bye, h
  7. hermano

    DAMP - Dynamic Afghanistan Multiplayer Campaign

    Thanks a lot folks! I hadn't been around for the weekend, so maybe my answer is a little late. And also sorry for the buggy beta version, I had a five minute play with a friend and a lot of problems, should be fixed now with the beta 3. As soon as all multiplayer related problems are solved I'm going to work on all the interface quirks (briefings, weapons, etc.) and will add some more tricks and some unique missions following a storyline to create some more campaign feeling. Mox, thanks for having a look at the code, it will help a lot to have a few eyes more there. I will think about all your information and suggestions, if not already corrected in the current beta they should be added with the next one. I will, I posted the beta here to get that! h Edit: Mox, I'll try to answer your info's/request in detail: Fixed. Fixed. I will change that. Good to know, I will fix that. Saw that too, it seems a copy of the pilots is created on the clients when units local to that client entered the transport. I will improve that too (also in 2-3 most missions could not be completed, this should be fixed now). Good idea, but unit respawn can not be stopped, I could remove playable non-player units from the group until the next rest. Yes, I intend to add a loadout dialog, not unlike sow's. I thought about that before, this could create some nasty situations (if you don't find a radio you cannot call extract and have to walk for hours), I have not decided what to do yet. No, I think the team should stick together, players might split whenever they want anyway. About two minutes after the extract has been destroyed it should be possible to call in another one (although this has not been tested yet). Great idea (had that too, hehe), the enemy behaviour needs a lot of improvement. I will add a check for the nearest (house) objects before placing those, bmp's would be a nice addition, some of the base bmp's could be replaced by bmp2's. I will have a look, I suppose I'll have to ask for permission before using those, don't know how to find the (former?) bas members. Whenever you rest, a few hours will pass. This way you can choose if you want play day or night missions. I will do that. Right now I don't know of other middle east units but the GMER. Honcho: The mapfact respawn 2.0 is great, I thought of combining this with the medevac (highest ranking player will get the radio if the squadleader cannot play), if all players are dead there would be a usual respawn at the base. Also this would force players to play as a team, they could be left lying around (at least for some minutes) by their team if they don't play cooperative . But I fear it will be annoying to wait for the medevac then, there also will be to few medics to use the usual method - it would be 'unrealistic' (I know I should avoid that term here ) if any unit could heal a player...
  8. hermano

    DAMP - Dynamic Afghanistan Multiplayer Campaign

    Thanks a lot Honcho, on the server the game runs without problems, I still had no opportunity to see the game on a client (so if anybody starts a game please pm me - maybe I can join?). I reworked the mission to my best knowledge to run the right scripts on the right time on the server and clients - but I bet I missed something... I may decide to use Coc ns if there are real bad problems. My aim with DAMP right now is to have the content of Dynamic Afghanistan 1.2b in mp environment, so I regard the positions as 'final' as I don't intend to change them - removing the gamelogics used for static positions should reduce network load a lot. [iT|Q], thanks too, I'm eager to hear how it went. h
  9. Hi there, since Honcho posted that he won't work on a multiplayer version of his excellent mission, Dynamic Afghanistan, I decided to create that. I thought it would be a lot of fun to play that with some friends on a lan, ofp seems to be the only game we can all agree on. But first this mission will need some betatesting, your help is really appreciated. I'm not really sure if this is the right subforum for this thread, maybe I should have started it in the users mission subforum. Obviously I'm a forum noob . Features: * Full multiplayer support for up to 7 players. * Respawn and cleanup of dead players and ai. * Gamedata can be saved and loaded: Day, time, support, weather, status of all base vehicles. * Gamedata is saved on the server, 5 DAMP savegames are allowed per server. * Only the squadleader may take missions and call support. * There is a high support penalty for the death of playercontrolled units, stay alive! * Reworked mission to reduce network load. * Added grouplink2. * Improved interface. Although the current version is still called a beta it should work without problems: Get DAMP beta 3-4 here. Be sure to replace DAMP_civs.pbo if you already have it, there were some changes. If you don't have the chaika and avia addons you can get them here: avia chaika Changes: Since beta 3-3 * added 'keep this layout' to weapon dialog. * fixed problems with sad mission * minor fixes * lots of internal changes Please read the readme. I expect that you already have Honcho's Dynamic Afghanistan 1.2b, his thread is here. New: I'm going to create a new campaign and mission system next (your suggestions are welcome), this is my concept so far: The map will be divided into 5 regions, one of them is your base, the others are a northern, eastern, southern and western sector. There is a mujahedin support rating for every region. The four sectors are gouverned by warlords, your main goal will be to kill those and secure that nobody else replaces them. The support in each region will be changed by your and the warlords actions. Support decreasing: Killing an enemy fighter, killing an enemy leader, killing an enemy warlords, completing a mission. Support increasing: Killing a civilian, death of an ai team member, death of a player, bombing a settlement, losing/aborting a mission, warlord actions. A warlord has four attributes: leaders, money, weapon quality and actionpoints. Actionpoints are earned daily by each worlord, they depend of the support of their region, they may be used to increase the regions support, create leaders or increase the support in neighbouring regions. Leaders may be created by a worlord by spending actionpoints, the number of leaders determines the number of enemy teams you might encounter during a mission. Leaders may be killed or captured to reveal the position of another leader or even the warlord. Money will be gained everyday by selling opium (quantity depends on a regions size), the opium shipments may be intercepted (if your intelligence is high enough). The money may be spend to buy new weapons or transferred to another warlord, weapon and money shipments may be intercepted (if your intelligence is high enough). Weapon quality determines what weapons and vehicles your enemies will have, each killed enemy/destroyed vehicle will reduce a warlords weapon quality. Support in a region will also influence: The number of people in settlements that will attack you, if the support in a region is high, visiting cities will be dangerous, these fighters are not connected to the warlord, will have cheap weapons and not influence the warlords weapon quality. Your intelligence quality, if it is low you will gain less useful/detailed information. If support is low in that region you may also gain information about neigbouring regions. If support is high and there is no warlord in a region a new warlord may evolve. The size of enemy groups. Mission types: Support another russian team, Locate and rescue shot down pilots, Enemies spotted, Enemy camp spotted, Secure a city, Patrol (encountered mission type may vary), A (low support) region is invaded by a high support regions fighters, Opium shipment, Weapon shipment, Money shipment, Kill enemy leader, Capture enemy leader, Attack a meeting of enemy leaders, Kill an enemy warlord. I'll soon create a version of DAMP using a minimum number of addons, only jam2 and cat's afghanistan will be needed. Have fun, h
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