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Author Topic: (Accepted) Mando Heliroute ArmA  (Read 23356 times)

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Offline Mandoble

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Re: (Accepted) Mando Heliroute ArmA
« Reply #60 on: 10 Mar 2009, 22:01:46 »
Of course you can, but this is more a general scripting question than one specifically related to the heliroute script. So, probably, the general scripting board is a better place to discuss about onmapsingleclick questions.

Offline Shadow.D. ^BOB^

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Re: (Accepted) Mando Heliroute ArmA
« Reply #61 on: 17 Apr 2009, 01:16:41 »
Hey Mandoble, you mentioned previously about the choppers not entering the "script execution" for fine landings once they spot an enemy or get fired upon.  Is there a way to force the chopper to enter the scripted, controlled state earlier?  Also where is the speed in which the scripted flight takes place.

Thanks.

Offline Snake Man

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Re: (Accepted) Mando Heliroute ArmA
« Reply #62 on: 21 May 2009, 11:11:24 »
I have helicopter (VTE huey or BIS UH60 it wont make any difference) starting in air, has squad onboard with {_x moveincargo... and from the helos init line I run:
Code: [Select]
handle = [helo1,[getPos landingzone],100, true] execVM "mando_heliroute_arma.sqf";Where helo1 is the heloname, landingzone is a gamelogic named exactly like that.

When I start the mission in MP (local server for tests), helicopter starts to fly towards gamelogic landingzone with correct FlyInHeight and gets "Busy" variable. When it reaches the gamelogic... it just stays Busy and continues to fly without landing (this is where I usually stop my test run).

What did I do wrong?
PMC Tactical. ArmA, ArmA 2, ArmA 3, Falcon 4 and OFP.
http://www.pmctactical.org and http://pmc.editing.wiki
Snake Man, PMC.

Offline Mandoble

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Re: (Accepted) Mando Heliroute ArmA
« Reply #63 on: 21 May 2009, 14:35:15 »
I suspect the locality of your chopper changes just a bit after the mission starts. So that when the script is executed the chopper is local to the server and few seconds later its locality changes to one of the players. This like that can break the control of the script, as the script requires to be executed there where the chopper is local and to have the chopper still local when the landing procesure starts.

Offline Snake Man

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Re: (Accepted) Mando Heliroute ArmA
« Reply #64 on: 21 May 2009, 17:25:16 »
I'm MP newbie, learning at great rate though. But if I go to multiplayer menu, click NEW to create new server and run the mission there without any other players and I'm as server host are the only one boarded to the helo... aren't that local to me/init line then?
PMC Tactical. ArmA, ArmA 2, ArmA 3, Falcon 4 and OFP.
http://www.pmctactical.org and http://pmc.editing.wiki
Snake Man, PMC.

Offline Mandoble

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Re: (Accepted) Mando Heliroute ArmA
« Reply #65 on: 21 May 2009, 18:15:38 »
It depends, if you create a server instance, and then you join the server, your PC is actually hosting two games, the server and the client with you as a player. Of course, this is true if you are instantiating a dedi server. When I've experienced the effect you are describing the reason has been always an "on-the-fly" locality change. In fact, if everything were local to you, then it should work exactly as if it were directly executed from the editor, and I assume you heliroute works well tested from the editor.

You can do the following in the init.sqf, just for testing:
Code: [Select]
// Your moveinCargo here, for example
Sleep 10;
if (local helo1) then
{
   handle = [helo1,[getPos landingzone],100, true] execVM "mando_heliroute_arma.sqf";

   while {true} do
   {
      if (!local helo1) then
      {
         helo1 setDamage 1;
      };
      Sleep 5;
   };
};

If the chopper gets destroyed it means the locality change is happening there.

Offline Snake Man

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Re: (Accepted) Mando Heliroute ArmA
« Reply #66 on: 21 May 2009, 19:06:52 »
Helo wont get destroyed, so apparently it doesn't change the locality.
PMC Tactical. ArmA, ArmA 2, ArmA 3, Falcon 4 and OFP.
http://www.pmctactical.org and http://pmc.editing.wiki
Snake Man, PMC.

Offline Mandoble

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Re: (Accepted) Mando Heliroute ArmA
« Reply #67 on: 21 May 2009, 20:09:29 »
Then I have no idea, I assume you are using mando_heliroute_arma.sqf v1.3 and that everything works fine tested from the editor, right?

Offline Snake Man

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Re: (Accepted) Mando Heliroute ArmA
« Reply #68 on: 21 May 2009, 22:04:18 »
Uh no, its v1.2 and I even think I downloaded it from the ofpec link there. Did you mistype the version number one point THREE or?

Downloaded it from here which says 1.2 http://www.ofpec.com/ed_depot/index.php?action=details&id=389

And no for editor only too. I'll test it there next but I'm sure it works. I just cant figure out whats bugging in my MP setup :)
PMC Tactical. ArmA, ArmA 2, ArmA 3, Falcon 4 and OFP.
http://www.pmctactical.org and http://pmc.editing.wiki
Snake Man, PMC.

Offline Mandoble

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Re: (Accepted) Mando Heliroute ArmA
« Reply #69 on: 22 May 2009, 00:09:25 »
 :blink: You are right, public version seems to be 1.2 while mine is 1.3  :scratch:
Anyway 1.2 was working fine, now I need to find out what's new in my 1.3  :D

Offline Snake Man

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Re: (Accepted) Mando Heliroute ArmA
« Reply #70 on: 22 May 2009, 01:44:44 »
I did the exact same server test on the default mission found in the release zip, it works just fine. So dunno really what was bugging in my mission.
PMC Tactical. ArmA, ArmA 2, ArmA 3, Falcon 4 and OFP.
http://www.pmctactical.org and http://pmc.editing.wiki
Snake Man, PMC.