piXel496 Posted May 25, 2014 Posted May 25, 2014 (edited) Because it is fully helicopter scriptcode related I ask my question here. It is about the added ED features cargo and embark/disembark. Cargo is quirky because. If lifted, the object; cargo is nil. (if someone knows a robust method to script-connect the cargo object with a unit. Please tell. Currently I asume nearest unit as a workaround) Embarking passengers are strange because they seem to become invisible and freeze on the spot where they embark. Meaning they are not nil, active and have a static position on the map where they left. The question: What characteristic of the passenger can I use so I can identify it in my script as embarked or not there? To be honest I don't know if, there is a manual that explains the above or that it is all WIP and we are not suppost to ask anything about it or it's very simple but still to difficult for me. But what I do know, it will help me and prob. others too if someone could shine some light on the matter. Many thanks, . Edited May 25, 2014 by piXel496 I know. assumptions are always stupid old stuff I made
BaD CrC Posted May 25, 2014 Posted May 25, 2014 Be careful with embark/disembark feature of the mission editor. In MP it will crash your server once you hit F7. https://www.blacksharkden.com http://discord.gg/blacksharkden
piXel496 Posted May 26, 2014 Author Posted May 26, 2014 (edited) Hi BaD CrC, When I host it does not crash when I use the F7 menu. I spawn and delete the units with there intended functionality with a script. However, your comment made me test it on a stand alone server and login as a client. Then I noticed F7 was not available. So I guess embarking is a single player feature? Thanks for bringing it up. It would be grand if someone from ED or Belsimtek could give some examples or explanation how to execute the passenger functionality in MP or even tell something about the current limitations. But I fear the DCS policy of: silence the questions about WIP to death. :);) [edit] Suddenly I realize that most of the functionalities that make a decent Helicopter MP scenario is object action dependent. Like a homing beacon and sound or embarking. This has to be syncronized with players that are joining an in progress game...... . Edited May 26, 2014 by piXel496 When stunningly honest I can sound pessimistic, but my true nature is positive. old stuff I made
BaD CrC Posted May 26, 2014 Posted May 26, 2014 Ok. We tried with my squad on two different servers this new feature with different missions. Once F7 is hit by one of us, a huge lag appears then increases until server crash (takes a few seconds). Maybe I shoukd raise this in the bug section with a track then. I thought this was something shared by everyone. https://www.blacksharkden.com http://discord.gg/blacksharkden
piXel496 Posted May 26, 2014 Author Posted May 26, 2014 (edited) If I sync the client by starting the server_mission when the client is in the mission. The F7 embark menu works for the client. Only gfx smoke marker behaves erratic. The server did not crash during 15 minute test. . Edited May 27, 2014 by piXel496 old stuff I made
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