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Author Topic: Action "EJECT"  (Read 799 times)

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Mr.BoDean

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Action "EJECT"
« on: 06 Aug 2003, 14:17:54 »
I've been playing with some scripts for a chopper dropoff. One I had  (utilizing the Paradrop script) worked great for me and any AI in any position  ...leader or not. Chopper came in quick, kicked everyone out and took off.

   Then I tested it with a few other players and while I was booted out, those players had to select "Get Out" before they could disembark and the chopper could go on its way.         :-\  ???

What gives?

I've tried a combination of things ... Why doesn't this work the same for all ....AI or not? :

P5 action ["EJECT",MH6]
Unassignvehicle P5
~0.2
P6 action ["EJECT",MH6]
Unassignvehicle P6
~0.2
P7 action ["EJECT",MH6]
Unassignvehicle P7
~0.2
P8 action ["EJECT",MH6]
Unassignvehicle P8
~0.2



Here is script so far:

Code: [Select]
MH6 LockWP true

#GETHEIGHT
_helialt = (getPos MH6 select 2)

?(_helialt > 2): MH6 land "Get Out"
?(_helialt <= 1) : goto "CHECKOUT"
goto "GETHEIGHT"


#CHECKOUT
~0.5
MH6 FlyInHeight 0

P5 action ["EJECT",MH6]
Unassignvehicle P5
~0.2
P6 action ["EJECT",MH6]
Unassignvehicle P6
~0.2
P7 action ["EJECT",MH6]
Unassignvehicle P7
~0.2
P8 action ["EJECT",MH6]
Unassignvehicle P8
~0.2

?(GetPos MH6 select 2) > 0.5 : MH6 FlyInHeight 0

?(alive P5) and (P5 in MH6):goto "CHECKOUT"
?(alive P6) and (P6 in MH6):goto "CHECKOUT"
?(alive P7) and (P7 in MH6):goto "CHECKOUT"
?(alive P8) and (P8 in MH6):goto "CHECKOUT"


#FINISH
MH6 LockWP false
MH6 FlyInHeight 20
MoveNext = TRUE

exit


I'm better with direct Unitnames than variables.   :P

 :-\   :-\    :-X    ???    ???    ???

Mr.BoDean

  • Guest
Re:Action "EJECT"
« Reply #1 on: 06 Aug 2003, 22:06:23 »
 I've looked at a few more scripts ....does it have anything to do with the

select  _x   command perhaps?

 :-X   :-X   :-\    :-\   ???   ???  

Where are you script wizards today?  ;)   ;D

Offline LCD

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Re:Action "EJECT"
« Reply #2 on: 06 Aug 2003, 22:16:13 »
donno :P

seems like MP proby  :-X im not expet in MP editing  :-\

LCD OUT
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Mr.BoDean

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Re:Action "EJECT"
« Reply #3 on: 06 Aug 2003, 22:25:01 »
Hmmm ...If LCD doesn't know , I'm in trouble.  :o      :o    ;)   ;D

deaddog

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Re:Action "EJECT"
« Reply #4 on: 06 Aug 2003, 22:31:46 »
If this is an MP mission then the action command is going to have to be executed locally on each player's computer.

Mr.BoDean

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Re:Action "EJECT"
« Reply #5 on: 06 Aug 2003, 22:47:51 »
If this is an MP mission then the action command is going to have to be executed locally on each player's computer.

Thx, Deaddog .  :) Well, I'm trying to find a script that is flexible enough to allow for both SP and MP possibilities. But for MP version, would it be  something like :

?(local P5): P5 action ["EJECT",MH6]
Unassignvehicle P5

?(local P6): P6 action ["EJECT",MH6]
Unassignvehicle P6

? (local P7): P7 action ["EJECT",MH6]
Unassignvehicle P7

?(local P8): P8 action ["EJECT",MH6]
Unassignvehicle P8


??? ???   Do I still need the  ~0.2 in between or would it matter?
And this would account for both those units being players OR AI?  i.e., if they were just AI , would the server still boot them out if written like this?
   :-X   :-X   :-X   :-X   :-\     :-\  ???   ???   ???   ???   Thx  ;)

« Last Edit: 06 Aug 2003, 22:48:47 by Mr.BoDean »

Offline Terox

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Re:Action "EJECT"
« Reply #6 on: 07 Aug 2003, 20:04:33 »
if AI they are only local to the server

so you would be better placing all the unit names into an array
and using

{Unassignvehicle _x} forEach ejectarray
there are some others in the com ref

unit leavevehicle vehiclename


crew vehicle

eg unnassign crew vehiclename

the above returns all the units in a vehicle, maybe this will be simpler if it works





« Last Edit: 07 Aug 2003, 20:05:16 by Terox »
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Mr.BoDean

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Re:Action "EJECT"
« Reply #7 on: 08 Aug 2003, 08:07:58 »
Ok, Thanks a lot, Terox ..... I' ll play around with those a bit and see if it makes a difference.     :)   I'm kinda surprised this kinda problem hasn't come up a lot before.   :hmm:  But I guess if you have control of the group leader definitely being in the mission, it makes the problem go away.  :-X

Offline Terox

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Re:Action "EJECT"
« Reply #8 on: 11 Aug 2003, 21:55:56 »
I know diddly squat about SP missions and very little about AI,  thats a coop thing

As for players, then probably the best way to have them eject from the chopper is to have a script run on the individual clients waiting for a boolean to become true




eg
use a trigger activated when the chopper flys into the area or have the trigger run a server side script

Whatever you decide, at some point you need to broadcast a boolean variable

eg for  script

getout = true; Publicvariable "getout"

or if a trigger simply
On activation: getout= true

then have clientside script running something on the lines
_____________________________________________________________
@ getout
whatever commands you need to get them all out


I know it doesnt help much, it sounds very much like a coop thing you are doing and i have little knowledge on these type of maps
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Mr.BoDean

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Re:Action "EJECT"
« Reply #9 on: 11 Aug 2003, 22:45:02 »
Ok, thanx again, Terox ...haven't been able to test these further yet .. ... I've been fighting that D@^^#   RPC Windows virus/weakness that shuts down your PC every few minutes.  :-X   >:(  

 I assume I'd need to put  a

getout = false

line in the Init.sqs or a unit's init. line somewhere?