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Author Topic: Multiplayer incompatibility, strange error.  (Read 951 times)

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Offline KTottE

  • Former Staff
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Multiplayer incompatibility, strange error.
« on: 21 Apr 2004, 16:42:49 »
So here's the deal, I have a bunch of weapons in the Swedish Forces Pack config.cpp, which all work wonders in singleplayer.

But, when I try and use the same weapons in multiplayer, I have a number of problems (which I think are related).

I have an AT-launcher, which in SP works perfect, but in MP I don't get any ammo for it.
It has been configured, like the BAS_SATCOM radio to have it's magazines not take up any space.
Like I said, it works in SP, but not in MP.

And then I have my own handgrenades defined, but they don't work in MP either.
In SP they work wonders, but in MP I can't "space" through the list of weapons to get to them.
They are still in my inventory, but I can't select them.
And if I drop them (through the inventory-screen) I can't pick them up again.

AT-Launcher weapon:
Code: [Select]
class SFPpskott: CarlGustavLauncher
{
   scopeWeapon = 2;
   scopeMagazine = 2;
   magazineType=0;
   model="\SFP_pskott86\m86";
   modelOptics="\SFP_pskott86\optika_m86.p3d";
   optics=1;
   opticsZoomMin=.5;
   opticsZoomMax=.5;
   distanceZoomMin=1000;
   distanceZoomMax=1000;
   ammo="sfp_lawammo";
   sound[]={"\sfp_pskott\launch.wav",db10,1};
   picture="\SFP_pskott86\texture\gear.paa";
   canLock=0;
   displayName="Pansarskott m86";
   displayNameMagazine="Pansarskott m/86";
   shortNameMagazine="Pskott";
};

AT-Launcher ammo:
Code: [Select]
class sfp_lawammo : LAW
{
   model="LAW";
   thrustTime=0.300000;
   thrust=680;
   maxSpeed=300;
   initTime=0.04;
   airLock = false;
   CloudletsMissile=0;
};


Handgrenade ammo:
Code: [Select]
class SFPshgr90 : SmokeShell
{
   displayName = "Spränghandgranat M/90";
   soundFly[]={"\SFP_hgr\osakrad.wav",0.000100,1};
   model="\SFP_hgr\shgr90.p3d";
   class Smoke
   {
      interval=0.40000;
      cloudletDuration=5;
      cloudletAnimPeriod=1.000000;
      cloudletSize=2.500000;
      cloudletAlpha=0.0;
      cloudletGrowUp=1.0;
      cloudletFadeIn=0;
      cloudletFadeOut=0;
      cloudletAccY=-0.100;
      cloudletMinYSpeed=0.2;
      cloudletMaxYSpeed=0.750;
      cloudletShape="cl_basic";
      cloudletColor[]={1,1,1,0};
      initT=1000;
      deltaT=-500;
      maxT=0;
      class Table
      {
         class T1 {maxT = 0; color[] = {0.7, 0.7, 0.7, 0};}
         class T2 {maxT = 1000; color[] = {0.4, 0.4, 0.4, 0};}
      };
      density=0;
      size=1.100000;
      initYSpeed=0.700000;
      timeToLive=90;
      in=3.000000;
      out=0.000000;
   };
};
class SFPshgr90live : GrenadeHand
{
   displayName="Spränghandgranat M/90";
   soundHit[]={"\SFP_hgr\detonation.wav",2,0.5};
   model="\SFP_hgr\shgr90.p3d";
};

Handgrenade weapon (including the special throw, needed to use your own grenades):
Code: [Select]
class sfpthrow : Throw
{
      magazines[] = {"SFPshgr56","SFPshgr90","SFPchgr96","SFPrhgr4","HandGrenade", "SmokeShell", "SmokeShellRed", "SmokeShellGreen"};
};

class SFPshgr90 : HandGrenade
{
   ammo="SFPshgr90";
   picture="\sfp_hgr\m\shgr90_inv.paa";
   displayName="Spränghandgranat M/90";
   displayNameMagazine="Spränghandgranat M/90";
   shortNameMagazine="SHGR90";
};

If you're wondering why the grenade(s) are defined as smokeshells, this is because they work exactly like the time-fused grenades in ECP do.

Everything checks out in singleplayer, but falls apart (as described) in multiplayer.
So does anyone have a clue what it could be?
« Last Edit: 21 Apr 2004, 16:56:31 by KTottE »
"Life is not a journey to the grave with the intention of arriving safely in a pretty and well preserved body, but rather to skid in broadside, thoroughly used up, totally worn out, and loudly proclaiming 'WOW What a Ride!'"

Tactician

  • Guest
Re:Multiplayer incompatibility, strange error.
« Reply #1 on: 23 Apr 2004, 16:31:44 »
Weapons with "protected" scope (besides the BIS "throw" and "put") have to be added to the soldier manually in MP.  Try excluding them from the soldier's weapons[] and adding them via init EH.

Offline KTottE

  • Former Staff
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Re:Multiplayer incompatibility, strange error.
« Reply #2 on: 23 Apr 2004, 19:50:45 »
Aah, I was wondering what the scope referred to.
I'll try the init-EH and see if it works, thanks a lot.
"Life is not a journey to the grave with the intention of arriving safely in a pretty and well preserved body, but rather to skid in broadside, thoroughly used up, totally worn out, and loudly proclaiming 'WOW What a Ride!'"