Looney Posted July 15, 2016 Posted July 15, 2016 We currently have the issue we're all familiar with in MP missions. A pilot joins, the aircraft pops into existance in the simulator and after he/she landed, it dissappears again. Someone on the forums suggested: It should be doable with a static object that is then swapped for a player controlled one when the player enters the cockpit... and vice versa. Can this be done with a script? If yes, how does one proceed? [sIGPIC][/sIGPIC] Commodore 64 | MOS6510 | VIC-II | SID6581 | DD 1541 | KCS Power Cartridge | 64Kb | 32Kb external | Arcade Turbo
dotChuckles Posted July 15, 2016 Posted July 15, 2016 I am looking for exactly this. I second the question. [sIGPIC][/sIGPIC]
71st_AH Rob Posted July 15, 2016 Posted July 15, 2016 There was an option in the mission editor, "unoccupied" I believe that did exactly that, it broke before 1.2.3 I think and have not tried it since, it may get fixed someday. Otherwise I believe that MOOSE might have a function that will do it, I was looking for the same thing but higher priority bugs keep popping up.
609_Relentov Posted July 15, 2016 Posted July 15, 2016 Someone on the forums suggested: ... It should be doable with a static object that is then swapped for a player controlled one when the player enters the cockpit... and vice versa. ... You may need to specify some more details as to what you want... - When talking about a player controlled aircraft, are you talking air start? Ground start? and if so, from a parking area, runway? - When you say swap, what would you want to happen? A player spawns in an A-10C and a nearby static A-10C unit disappears? Or a player lands and rolls off the runway and exits the cockpit and then a static A-10C spawns somewhere (where)? - What's the point of swapping? Is the desire that the static aircraft represent the actual inventory of the airfield? Such that if they are destroyed on the ground the airfield loses that aircraft slot for a player? I only ask as player spawned units that spawn in a parking area can only spawn in pre-designated spawn areas (I believe), each with a unique parking id and location (e.g. point.x,y,z). If you put a static A-10C in a parking spot and someone spawns in, they would explode unless you first destroyed the static A-10C unit. Sounds like a decent sized project, not just a simple script or two - there's potentially a lot going on here :).
dotChuckles Posted July 16, 2016 Posted July 16, 2016 Basically, in multiplayer... Players pop into existence on the apron in a defined parking position as specified by the mission maker for a cold start. I want there to be an aircraft already in place and empty so that other players on the server see a full apron rather then an empty one with aircraft popping into existence as players join. Bonus points if it can be worked out that a player taxis to a parking spot at the end of the mission, joins spectators and their player aircraft is then replaced by a static aircraft again. I'm trying to my best to create an immersive airfield environment that looks a bit more then an operational deployment. [sIGPIC][/sIGPIC]
Andy1966 Posted July 16, 2016 Posted July 16, 2016 fill the ramp with static object a/c, then fill player slots with a/c in a shelter with a designated parking lot # We are Virtual Pilots, a growing International Squad of pilots, we fly Allies in WWII and Red Force in Korea and Modern combat. We are recruiting like minded people of all Nationalities and skill levels. http://virtual-pilots.com/ [sIGPIC][/sIGPIC]
Andy1966 Posted July 16, 2016 Posted July 16, 2016 then you can designate "Mission Success" When a/c returns to its shelter We are Virtual Pilots, a growing International Squad of pilots, we fly Allies in WWII and Red Force in Korea and Modern combat. We are recruiting like minded people of all Nationalities and skill levels. http://virtual-pilots.com/ [sIGPIC][/sIGPIC]
dotChuckles Posted July 16, 2016 Posted July 16, 2016 fill the ramp with static object a/c, then fill player slots with a/c in a shelter with a designated parking lot # It's a good suggestion, but not what I am wanting. We're wanting aircraft to launch from the apron. [sIGPIC][/sIGPIC]
pepin1234 Posted July 16, 2016 Posted July 16, 2016 Basically, in multiplayer... Players pop into existence on the apron in a defined parking position as specified by the mission maker for a cold start. I want there to be an aircraft already in place and empty so that other players on the server see a full apron rather then an empty one with aircraft popping into existence as players join. Bonus points if it can be worked out that a player taxis to a parking spot at the end of the mission, joins spectators and their player aircraft is then replaced by a static aircraft again. I'm trying to my best to create an immersive airfield environment that looks a bit more then an operational deployment. Did you tried set the aircraft parking on the ramp and mark the case uncontrolled? [sIGPIC][/sIGPIC]
snowsniper Posted July 16, 2016 Posted July 16, 2016 (edited) I've ever done something like that : An Aircraft1 in Client. Same Aircraft(2) just behind in Ai / Uncontrollable / not visible Condition : If after a time more than X seconds , Aircraft1(client) is not alive or "dead" --> then activate Aircraft Ai. The problem is if a player come later (condition player X alive). The aircraft2(ai) still activ, and I didn't found how to desactivate it, and make it invisible one more time. edit : doable with this fonction " : function Object.destroy(Class Self) " Edited July 17, 2016 by snowsniper i7-10700KF CPU 3.80GHz - 32 GO Ram - - nVidia RTX 2070 - SSD Samsung EVO with LG TV screen 40" in 3840x2150 - cockpit scale 1:1 - MS FFB2 Joystick - COUGAR F16 throttle - Saitek Pro Flight Rudder Pedals
pepin1234 Posted July 17, 2016 Posted July 17, 2016 I've ever done something like that : An Aircraft1 in Client. Same Aircraft(2) just behind in Ai / Uncontrollable / not visible Condition : If after a time more than X seconds , Aircraft1(client) is not alive --> then activate Aircraft Ai. The problem is if a player come later (condition player X alive). The aircraft2(ai) still activ, and I didn't found how to desactivate it, and make it invisible one more time. But this is a different question, better make a new thread. [sIGPIC][/sIGPIC]
Wrecking Crew Posted July 17, 2016 Posted July 17, 2016 Guys, in all my years at mission building, AFAIK you can't swap out AI or Static Objects with Clients in the same parking space. WC Visit the Hollo Pointe DCS World server -- an open server with a variety of COOP & H2H missions including Combined Arms. All released missions are available for free download, modification and public hosting, from my Wrecking Crew Projects site.
pepin1234 Posted July 17, 2016 Posted July 17, 2016 Guys, in all my years at mission building, AFAIK you can't swap out AI or Static Objects with Clients in the same parking space. WC He said behind or beside. He mean at the parking side. I remember you can set uncontrolled for client and the unit keep in parking as an object until a player take control. [sIGPIC][/sIGPIC]
71st_AH Rob Posted July 17, 2016 Posted July 17, 2016 I remember you can set uncontrolled for client and the unit keep in parking as an object until a player take control. Just tested in 1.5.4 - UNCONTROLLED still is not working, has been broken since 1.2.3 or so. You can check uncontrolled but it will only show up if a player selects that slot, otherwise it will not spawn then it can not be occupied by the player. I believe you would need a trigger just like late activation does? This would be the ultimate answer and I would love to see it working again.
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