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lindsay

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small multiplayer problem
« on: 12 Jan 2004, 16:14:40 »
Hi,

I'm using the following insert in init.sqs to start a team of guys in a boat. It works fine for single player however other players in multiplayer start in the water. It would be great if someone could tell me what I'm doing wrong or point me in the right direction.

Cheers,
Lindsay

aP = team leader
boat = boat

Quote
_aunits = units aP
_i = 0
_j = count _aunits

#getinloop
(_aunits select _i) moveincargo boat
_i=_i+1
?_j>_i:goto "getinloop"

Offline Tomb

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Re:small multiplayer problem
« Reply #1 on: 12 Jan 2004, 19:05:30 »
:hmm: uuuum,

 ::) knowing absolutely ZIPPY about mp,   ...


... couldn't ya just put this:

 "_x moveinCargo Boat1" foreach units this

- in the INIT field of the squad leader?!  ???

Offline Artak

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Re:small multiplayer problem
« Reply #2 on: 12 Jan 2004, 19:05:39 »
_aunits should be an array of the units you want to board the boad, not just Ap.

Try
_aunits = units group Ap

and as a side note, would it be not possible to just use
"_x moveincargo boat" foreach units group Ap
in the init.sqs. It would save you a loop and many lines of code.  :)
Not all is lost.

Offline Artak

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Re:small multiplayer problem
« Reply #3 on: 12 Jan 2004, 19:06:15 »
9 seconds.. it's always 9 seconds..

DAEM YOU TOMB!  ;D
Not all is lost.

Offline Tomb

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Re:small multiplayer problem
« Reply #4 on: 12 Jan 2004, 19:06:40 »
 :-X [modified smack] :

well, as my ole man used to say (before the CIA nuked his ass) :


Son, he said, he said son, its not the modem - its the size!!!  8) ;D


« Last Edit: 12 Jan 2004, 19:09:20 by Tomb »

Offline dmakatra

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Re:small multiplayer problem
« Reply #5 on: 12 Jan 2004, 19:13:13 »
*sobs*

Oh, its so beautiful. What beautiful things they can say, the drunk danishppl(danishmen? noooo? what's it called?), I have to get a pölse ;D

j/k ;D

BTW, I was in copenhagen over NY, man you guys sure know your fireworks :o

:beat: *Gets Shot* :beat:

Offline Tomb

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Re:small multiplayer problem
« Reply #6 on: 12 Jan 2004, 19:15:13 »
yup!

Offline Chris Death

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Re:small multiplayer problem
« Reply #7 on: 13 Jan 2004, 01:58:44 »
"_x moveinCargo boat" forEach units ap

will not work in multiplayer, in case the soldier, called: ap
has become disabled in the player selection screen, as
he doesn't exist anymore.

Therefore it's always good to do such stuff seperately for
each unit inside it's init field.

this moveinCargo boat

in each soldier's init field will ensure that everyone is onboard

basically, if you are using the script you've posted above
in your init.sqs, and if the soldier ap does exist (not disabled),
and you did execute it the right way, it should work aswell.

But never forget the ability to disable unselected soldiers in
the player selection menu.

As i said: this moveinCargo boat
in the init field of each soldier will work for sure
(except the boat has sunk before)  ;D

~S~ CD
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

How to use Waypoint type Scripted

Offline Tomb

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Re:small multiplayer problem
« Reply #8 on: 13 Jan 2004, 02:21:36 »
hey chrissy m8  :D

 :) neat there, I must remember that (I dunno crap about mp)  ::) ;D

Offline dmakatra

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Re:small multiplayer problem
« Reply #9 on: 13 Jan 2004, 07:59:51 »
Me neither, of all missions I've started working on(which eventually didn't got finnished)something like 2 of em were MP. :o

But it's hard making MP missions, there's only a small chance that your mission would be played on the servers even though it's good. :-\

:beat: *Gets Shot* :beat:

lindsay

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Re:small multiplayer problem
« Reply #10 on: 13 Jan 2004, 11:25:46 »
Thanks Chris, Tombs' line did work in multiplayer with everyone enabled but i can see the problem when aP disabled.

this moveinCargo boat

for each unit seems the way to go.

"_x moveinCargo boat" forEach units ap

will not work in multiplayer, in case the soldier, called: ap
has become disabled in the player selection screen, as
he doesn't exist anymore.

Therefore it's always good to do such stuff seperately for
each unit inside it's init field.

this moveinCargo boat

in each soldier's init field will ensure that everyone is onboard

basically, if you are using the script you've posted above
in your init.sqs, and if the soldier ap does exist (not disabled),
and you did execute it the right way, it should work aswell.

But never forget the ability to disable unselected soldiers in
the player selection menu.

As i said: this moveinCargo boat
in the init field of each soldier will work for sure
(except the boat has sunk before)  ;D

~S~ CD