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Author Topic: Question re: unit action ["eject", vehicle]  (Read 1328 times)

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Offline Ranger

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Question re: unit action ["eject", vehicle]
« on: 16 Dec 2002, 19:39:38 »
The Situation

In two of my multiplayer missions, I am using the following code to force units to eject from an aircraft:

Code: [Select]
unit action ["eject", aircraft]
In the first mission, there are four playable units in a helicopter.  When the helicopter enters the area of four separate triggers (one after the other), each trigger activates the above code to force one of the four units to eject.  Thus, when the first trigger's area is entered, the first unit ejects.  When the second trigger's area is entered, the second unit ejects, and so on, until all four have been forced to eject.

In the second mission, I have 24 playable units in 2 squads riding in a C-130.  I used the above code in a script with a loop to force each unit to eject one by one, with a 0.3 second delay between ejections.  This script is executed when the C-130 flies into the area of a trigger.

The Problem

When I host a game and have one or more clients join the game, the code in the first mission works perfectly.  All four units are forced to eject when the triggers are activated.

However, in the second mission, only my unit (as the host) and any AI-controlled units are forced to eject.  All client player-controlled units are not forced to eject.

Does anyone know how to get around this problem?  The idea is for them to eject with a parachute, which is why I want them to eject as opposed to using setPos to move them outside of the vehicle.

I've tried the method where you setPos the unit outside of the vehicle, camCreate or createVehicle a parachute, and move the unit in the driver position of the parachute, but the AI-controlled units stop following orders with this method.

Any help is appreciated.
« Last Edit: 16 Dec 2002, 19:41:00 by Ranger »
Ranger

Offline Ranger

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Re:Question re: unit action ["eject", vehicle]
« Reply #1 on: 17 Dec 2002, 19:23:44 »
Thanks for nothing, everyone.  J/K  :P

Anyway, I found a workaround for my problem.
Ranger