Hello all,
I'm trying myself on a mission which works ok for SP and MP on non-dedicated servers. When playing on dedicated server some scripts don't work as intended though.
1) The players start inside an aircraft. I add the following script with addAction to allow a HALO jump
This works ONLY with those sleeps. Whereas in SP/MP-non-dedicated it also works without the sleeps. Now I'm confused on the one hand because I do not know why I need those and worried on the other hand because I don't know if other (slower) dedicated server might need longer sleeps.
I would be grateful for any insight in that.
2) It is also possible that there are some AIs in the slots. Since they are stupid and would never reach their destination if I would let them HALO I place them near the landing area
This does work for SP/MP-non-dedicated but not for dedicated server. The parachutes are created, but the AIs just drop out of the aircraft and fall to death.
Thanks for any help on that
Behemeth
I'm trying myself on a mission which works ok for SP and MP on non-dedicated servers. When playing on dedicated server some scripts don't work as intended though.
1) The players start inside an aircraft. I add the following script with addAction to allow a HALO jump
Code:
_requestingUnit = _this select 1;
_requestingUnit action [ "eject", vehicle _requestingUnit];
sleep 0.1;
_requestingUnit spawn bis_fnc_halo;
sleep 0.1;
_requestingUnit setvelocity [0,120*0.8,0];
_requestingUnit setdir 0;
This works ONLY with those sleeps. Whereas in SP/MP-non-dedicated it also works without the sleeps. Now I'm confused on the one hand because I do not know why I need those and worried on the other hand because I don't know if other (slower) dedicated server might need longer sleeps.
I would be grateful for any insight in that.
2) It is also possible that there are some AIs in the slots. Since they are stupid and would never reach their destination if I would let them HALO I place them near the landing area
Code:
if(isServer) then
{
{
if(!(isPlayer _x)) then
{
// stupid AI drifts off several kms if not done
_x addEventHandler ["HandleDamage", {false}];
unassignVehicle _x;
_xChute = createVehicle ["Parachute_US_EP1", [(getMarkerPos "mrkrInsertion" select 0), (getMarkerPos "mrkrInsertion" select 1) , 50], [], 0, "FLY"];
_xChute setPos [(getPos _xChute select 0), (getPos _xChute select 1), 50];
_x setPos [(getPos _xChute select 0), (getPos _xChute select 1), 50];
_x moveInDriver _xChute;
}
} forEach units playerGroup;
}
This does work for SP/MP-non-dedicated but not for dedicated server. The parachutes are created, but the AIs just drop out of the aircraft and fall to death.
Thanks for any help on that
Behemeth