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Posted (edited)

Using MIST to respawn an AI aircraft whenever a CLIENT a/c hits a trigger zone. Works beautifully in SP, but in MP, I am getting a weird response.

 

The FIRST time a client hits the trigger area, the AI a/c spawns as expected. Subsequent attempts to spawn SEEM to not do so. There are audio events that go off so I know I hit the spot properly. Now, if I disconnect and reconnect to the server, the AI a/c I could not see before is up and running as expected.

 

Has this been seen before and what is the fix?

 

Thanks for any help.

 

This is on Version: 2.5.0.15365 I do not have access to Open Beta atm.

Edited by Shahdoh
Posted (edited)

Information update:

 

The Server sees the respawned AI. The Clients do not unless they reconnect to the server.

 

If there are multiple clients, its the same for all of them. If one of them reconnects, that 1 can see the respawned AI, but the others still can not. If they then respawn the AI again, the situation will reverse. Those that could not see the respawned AI can now see the new one, and those that could now can not.

 

qpgE81M.png

 

Here is how the trigger is set up, Flag 1 is used for a timer condition on when to allow the respawn to happen again.

 

 

Again, appreciate any insight on how to resolve the issue, thank you!

Edited by Shahdoh
Posted

So have you been able to come up with a work around? Multiple AI to switch between for the same position? Or despawn it before respawning it?

Posted

This issue crops up right away so it's not an issue of mission length for us. It is 100% repeatable for all clients that have tried it so far. Will try some different things and will definitely relay any successes here if found.

Posted

Agreed re: the issue cropping up immediately; my point was I was only using MiST respawns during extended ops I was running using the built in DCS warehousing..the concept was for them to be up 24/7. If an aircraft returns to an airbase and is then respawned via MiST, the landed and shut down aircraft gets returned to the warehouse inventory, which can then be shipped back to its point of origin using the suppliers menu so that you could have a realistic scenario where X airbase has X number of X type of aircraft available. Wheee! Tragically we encountered this issue so I've had to suspend the idea.

Posted

I seem to have found a work around for my situation. When I realized that if you could see it in the mission, the next respawn you could not, and if you could not see it, the next respawn you could, I came up with the following:

 

I do not use late activation, allowing the pace plane to be in the mission from the start. It will run its route, eventually land and sit there. When a client hits the trigger zone, I run the spawn script twice, essentially skipping past the bugged AI to the next one which is visible and runs its route.

 

Needs more testing, but initial results are favorable.

Posted

Switched to using Moose for the respawning and so far so good. As you said, the double spawning wasnt working (Swore it did first time I logged on, there after that, it was back to every other time I tried, the AI was invisible).

Posted
Switched to using Moose for the respawning and so far so good. As you said, the double spawning wasnt working (Swore it did first time I logged on, there after that, it was back to every other time I tried, the AI was invisible).

 

its the best...moose its better but tricky to understand and even the videos for dummies are not for dummies really...good luck!

[sIGPIC][/sIGPIC]

Posted

Well, so far things are working great. Can check it out on the VARS OB server: Virtual Air Racing Series|http://www.VirtualAirRace.com

 

Currently running the Nevada RENO Unlimited mission were I have setup an AI Pace Plane to lead people onto the race course. Info is on Page 2 of the briefing.

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