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Author Topic: Question or Bug about "BAS_AIRope.sqs" in BAS 1.55  (Read 1521 times)

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BUG=SAM=

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Question or Bug about "BAS_AIRope.sqs" in BAS 1.55
« on: 08 Sep 2005, 15:38:58 »
a MH60L with 2 individual AI_pilots , several individual AI_soldiers in Cargo.
(individual means they are not in 1 group, and these AI DON'T belong to any real player group too.  in other words, those units are all localized for server computer.)

this chopper fly and rope insert at one point
when it arrives, the following scripts are executed


? ! local server : exit
.....
.....
_heli setVelocity [0, 0, 0]
_heli exec "\BAS_mah60\FX\BAS_AIRope.sqs"
@ count crew _heli == 2
@ unitReady _heli
_heli move getpos base
.....

ok. the chopper stay at waypoint , but BAS_AIRope.sqs can't take effects, all AI soldiers are still in chopper. no one leave

what's wrong ? if some players in cargo and no "local server" restricted, the BAS_AIRope.sqs runs well.

????
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Offline nominesine

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Re:Question or Bug about "BAS_AIRope.sqs" in BAS 1.55
« Reply #1 on: 08 Sep 2005, 17:13:44 »
Don't know about the MAH-60, but most BAS helo's has needs a variable named BAS-MPgame (or something similar) set to true if the scripts are going to work in MP. Check the readme for details. I've also read (in the readme that came with the BAS black hawks) that fast rope insertion is unstable in MP games.
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Re:Question or Bug about "BAS_AIRope.sqs" in BAS 1.55
« Reply #2 on: 08 Sep 2005, 18:41:35 »
let'me check it up, thnx..~~

but i remember this session runs well in my BHD mission b4.
when i fixed most of bugs, this last question issued... :S

BUG=SAM=

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Re:Question or Bug about "BAS_AIRope.sqs" in BAS 1.55
« Reply #3 on: 08 Sep 2005, 19:47:05 »
....

"BAS_mpgame = true" had been set b4 .
because we need full effects of Chopper..but the problem stilll exists
...    :-[

Offline nominesine

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Re:Question or Bug about "BAS_AIRope.sqs" in BAS 1.55
« Reply #4 on: 08 Sep 2005, 20:02:28 »
From the readme:
Quote
To enable the whole range of effects in MP (fire/exhaust/rotordust) you can use the following line in the INIT field of the choppers:

BAS_mpgame = true;This exec "\bas_mah60\mpfx\bas_mprotorwash.sqs";[this] exec"\bas_mah60\mpfx\bas_mpfx.sqs";[this] exec "\bas_mah60\mpfx\bas_mpppe.sqs";[this] exec "\bas_mah60\mpfx\bas_mpfire.sqs"

In a Multiplayer setting, the human driver must prepare the helicopter for fast roping, and when he is ready, other human players will be presented with the option to fast rope. Human players must be prepared and ready to insert with the team (ie they do not automatically fastrope).
I interpret this as...
  • BAS_mpgame is not enough. All built in scripts also has a bas_mpfx.sqs that needs to be executed.
  • Fast roping only works for human players in MP
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Re:Question or Bug about "BAS_AIRope.sqs" in BAS 1.55
« Reply #5 on: 08 Sep 2005, 20:38:51 »
 :o

no...sorry ~~

it works in my previous version. AI pilots+Players in cargo, AI pilots/AI Cargo,  or blend in Cargo, any combination would not be problem.
only need to know that all computers should run bas_airope.sqs when players or AI belong to some player in Cargo need a rope insertion.

i tested it on our server i 'm sure

I ask for help just for i can't find any difference between previous and new version.  :(

current version:

? ! local server : exit
...
...
Control a chopper fly to target point accurately and smoothly(horizontal offset < 3m)
...
...
_heli setVelocity [0, 0, 0]
_heli exec "\BAS_mah60\FX\BAS_AIRope.sqs"
@ count crew _heli == 2
@ unitReady _heli
_heli move getpos base
_heli flyInHeight xxx

exit


in the previous version, script is :

? count crew _heli == 2 : goto "immediatly"
_heli exec "\BAS_mah60\FX\BAS_AIRope.sqs"
~30
#immediatly
_heli move getpos base
_heli flyInHeight xxx

exit

...where is difference ... i'm crazy now....

« Last Edit: 08 Sep 2005, 20:43:04 by BUG=TOB= »

Offline nominesine

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Re:Question or Bug about "BAS_AIRope.sqs" in BAS 1.55
« Reply #6 on: 08 Sep 2005, 23:48:45 »
Why did you change the script if it was working??? Well, nevermind...

Two suggestions...

1) The @count crew _heli == 2 might be blocking the execution of the fastrope.sqs. Try to add a short (~0.1 to~1) pause between the exec and the @

2) You've given the chopper a setVelocity command in the new script. You didn't use that before. Remove it and see what happens.
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Re:Question or Bug about "BAS_AIRope.sqs" in BAS 1.55
« Reply #7 on: 09 Sep 2005, 05:36:55 »
I know the trap of "@" ;D
Without some delay followed "@",  a certain type of commands will be ignored,  it won't cause runtime failure, but the mission maker will lose control with the remaining snippet of scripts...

for more readable, i modified a little...the original is :
-----------------------------------------------------------
_heli exec "\BAS_mah60\FX\BAS_AIRope.sqs"
~0.5
@ count crew _heli == 2
~0.5
@ unitReady _heli
~0.5
_heli move getpos base
-----------------------------------------------------------

thx Nominesine anyway.. ^-^
now I have to replace it with previous snippet... -_-"
the previous isn't strict in logic, only according to experience, I make 30secs delay and make the chopper to return..

BUG=SAM=

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Re:Question or Bug about "BAS_AIRope.sqs" in BAS 1.55
« Reply #8 on: 10 Sep 2005, 05:53:38 »
 :-[

up to BAS Development Team!!!!!!!!

in the BAS_MH60_readme file:


As an extra bonus, it is also possible to allow a AI piloted helicopter to insert another AI squad via fast rope, at the chosen Waypoint.
To do this;
1) Place a helicopter on the map with its Waypoints.
2) Place the AI squad on the map as a separate group and with its Waypoints.
3) On the Waypoint at which you wish to insert the squad, use this line;

      CHOPPER exec "\BAS_mah60\FX\BAS_AIRope.sqs"


but it won't work... help~~~~

Tigershark

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Re:Question or Bug about "BAS_AIRope.sqs" in BAS 1.55
« Reply #9 on: 13 Sep 2005, 11:28:52 »
Bug,
Your best bet is try and get a hold of Rom who wrote the scripts. Not sure what his email is these days.