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Author Topic: LD - why doesn't it work?  (Read 1448 times)

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Rubble_Maker

  • Guest
LD - why doesn't it work?
« on: 15 Jun 2003, 13:30:10 »
Hi

I'm having troubles to get the LD work in MP games. I have a trigger which should detect the LD virtual ammo ("LaserTargetW"), and it works all fine in SP. But in MP, there seems to be no such ammo.

Is this a bug in OFP or am I doing something wrong?


Tactician

  • Guest
Re:LD - why doesn't it work?
« Reply #1 on: 16 Jun 2003, 03:14:04 »

Rubble_Maker

  • Guest
Re:LD - why doesn't it work?
« Reply #2 on: 16 Jun 2003, 15:31:37 »
thx, but not much help; it only says this about MP:

"The script is multiplayer compatible, because the "LaserTarget" is only local to the mission where the LD is being used at the time"

What does this mean? The LD target object only appears where the unit that uses the LD is local?

Offline Dinger

  • Contributing Member
  • **
  • where's the ultra-theoretical mega-scripting forum
Re:LD - why doesn't it work?
« Reply #3 on: 20 Jun 2003, 14:31:48 »
When messing around with UA, jostapo did some work on the LT.

Assuming you're using this for a mod ( ;) ), here's a solution for you RM:

The LaserTarget is in class cfgvehicles.  One of its features is a TimeToLive setting that will actually work.
A LD type weapon will create the LaserTarget vehicle, and no other.

What you do is you create a mod off the LT class, making one with a very high TTL.  Createvehicle one on each client, assign them a variable name, and publicvariable their unique variable names.  When not in use, put the LTs somewhere way out of the way (like -1000, -10000, 5000].  
Then you have the LD Client detect the laser target, and when it detects it, move the "public lasertarget" on top of it.
easy, huh?
Dinger/Cfit

Rubble_Maker

  • Guest
Re:LD - why doesn't it work?
« Reply #4 on: 20 Jun 2003, 22:52:40 »
Thx Dinger!

Sounds like  a good idea. Did some research today, and it seems like it will work.