Home   Help Search Login Register  

Author Topic: Selecting "player" in MP  (Read 1547 times)

0 Members and 1 Guest are viewing this topic.

Offline nominesine

  • Former Staff
  • ****
  • I'm NOT back!
    • The IKB Forum
Selecting "player" in MP
« on: 29 Mar 2005, 13:44:21 »
I cannot test my mission in MP at the moment. Can somebody tell me if this will work or not:

A group of 12 soldiers led by AI are travelling in a truck. 1-4 of the memebers of the group may be human players. When they reach a crossroad the whole group disembark. Now I want to split the group and send the players off by themselves while the AI wait next to the truck.

What happens if I activate this syntax in a triggers activation field:

[player] join grpNull

Will it remove all players from the group or only the player on the server computer?

If it only affects the server player - how can I remove all players from the group?

The mission uses group respawn and any group member (exept the leader) could be a player at this point. Because of this unitName join grpNull is not an option. I have no control over what unit the players may have respawned into since mission start.
OFPEC | Intel Depot
RETARDED Ooops... Retired!

Offline Artak

  • The old beanbag shaker
  • Former Staff
  • ****
  • You want to talk about it, yes?
    • OFP Team Finlanders
Re:Selecting "player" in MP
« Reply #1 on: 29 Mar 2005, 14:32:25 »
Quote
player
Type of returned value:
    Object
Description:
    person controled by player. In MP this value is different on each computer.

Example:
    alive player

According to the above, if you execute the join command on all clients, at least in theory, every player should join null group, because player is the player on his computer who's playing on his computer.  :-X ;D
Not all is lost.

Offline nominesine

  • Former Staff
  • ****
  • I'm NOT back!
    • The IKB Forum
Re:Selecting "player" in MP
« Reply #2 on: 29 Mar 2005, 14:55:05 »
My intuition tells me the same thing, but I would like to be sure. Anyone who can test this theory for me?

If it's not properly registered on all computers the players will still be able to respawn to the rest of their old group, and this is what I want to avoid most of all. Respawning options usually makes players more reckless and I want everybody to be on their toes in the final part of the mission.
OFPEC | Intel Depot
RETARDED Ooops... Retired!

Offline RujiK

  • Members
  • *
  • KoKo Puh-Fizzles!
Re:Selecting "player" in MP
« Reply #3 on: 29 Mar 2005, 18:47:55 »
Sounds like the easiest way would just have them not be in a group in the first place...

Then just use the command
Code: [Select]
dude moveindriver car
I like your approach, lets see your departure.
Download the New Flashlight Script!

Offline nominesine

  • Former Staff
  • ****
  • I'm NOT back!
    • The IKB Forum
Re:Selecting "player" in MP
« Reply #4 on: 29 Mar 2005, 19:59:54 »
Sounds like the easiest way would just have them not be in a group in the first place...

No, that's not what I had in mind. And the problem is not to get them in or out of the car. Don't know what gave you that impression  ::)

The players need to be in a group when the mission starts. Respawn is set to group and in the first part of the mission I want the respawn option to be availiable. Before the final part of the mission I want to split up the group and remove all players from it, thus disabling the respawn function. Now back to the original question...

Does anyone actually know if this works or not. Like Artak, I guess it does, but I would like to know for sure and I don't have any oportunities to test my theory right now.
OFPEC | Intel Depot
RETARDED Ooops... Retired!