socal500 Posted April 25, 2010 Posted April 25, 2010 Apparently Im missing some crucial setting in the editor or perhaps you cannot modify included missions. I simply want to make the Convoy Hunt Mission a 2 player MP level. It already has the player controlled heli of course and you have your wingman. I thought it would be as simple as changing the wingman heli to "player" but it will not let you. I even removed the wingman and added a new heli with its own waypoints that match the default player heli waypoints. It would only let me select one of the helis as player. What do I need to do to modify this level so it is 2 player MP?
EtherealN Posted April 25, 2010 Posted April 25, 2010 Set them to "client". Note that you have to use two separate flights of one, with identical waypoints, each set as "client". [sIGPIC][/sIGPIC] Daniel "EtherealN" Agorander | Даниэль "эфирныйн" Агорандер Intel i7 2600K @ 4.4GHz, ASUS Sabertooth P67, 8GB Corsair Vengeance @ 1600MHz, ASUS GTX 560Ti DirectCU II 1GB, Samsung 830series 512GB SSD, Corsair AX850w, two BENQ screens and TM HOTAS Warthog DCS: A-10C Warthog FAQ | DCS: P-51D FAQ | Remember to read the Forum Rules | | | Life of a Game Tester
socal500 Posted April 25, 2010 Author Posted April 25, 2010 Set them to "client". Note that you have to use two separate flights of one, with identical waypoints, each set as "client". Thanks.. I actually figured that out. Now my problem is this... Waypoint 1 is set to .. takeoff from runway and it locks that waypoint directly on the runway. Problem is it starts each of us in a bay that has a huge jet in it and the rotors immediately hit the jet and destroy our helis. I see no way to precisely position the helis.
Grimes Posted April 25, 2010 Posted April 25, 2010 Is the aircraft a static object? If so delete it or move it to a different location. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
EtherealN Posted April 26, 2010 Posted April 26, 2010 Or just set both choppers to takeoff from parking. They'll each spawn on their own parking space. [sIGPIC][/sIGPIC] Daniel "EtherealN" Agorander | Даниэль "эфирныйн" Агорандер Intel i7 2600K @ 4.4GHz, ASUS Sabertooth P67, 8GB Corsair Vengeance @ 1600MHz, ASUS GTX 560Ti DirectCU II 1GB, Samsung 830series 512GB SSD, Corsair AX850w, two BENQ screens and TM HOTAS Warthog DCS: A-10C Warthog FAQ | DCS: P-51D FAQ | Remember to read the Forum Rules | | | Life of a Game Tester
socal500 Posted April 26, 2010 Author Posted April 26, 2010 I tried both take off from runway and take off from parking. Both situations place each heli in the bay with an airplane. I ended up having to delete the airplanes to get it to work as Grimes suggested. Seems they could have done quite a bit better on the editor.
Xjikz Posted April 26, 2010 Posted April 26, 2010 Can you upload your mission file so we can test and see what's wrong with it? Proud to be a [sIGPIC][/sIGPIC] :joystick::pilotfly::book:
socal500 Posted April 26, 2010 Author Posted April 26, 2010 (edited) I have removed the planes so now the mission is playable but I don't understand why it sticks the helis in a bay to begin with. http://rz22g.shackspace.com/cvhunt2.miz Edited April 26, 2010 by socal500
EtherealN Posted April 26, 2010 Posted April 26, 2010 To analyze what happened we'd need the version where the planes are not removed. ;) [sIGPIC][/sIGPIC] Daniel "EtherealN" Agorander | Даниэль "эфирныйн" Агорандер Intel i7 2600K @ 4.4GHz, ASUS Sabertooth P67, 8GB Corsair Vengeance @ 1600MHz, ASUS GTX 560Ti DirectCU II 1GB, Samsung 830series 512GB SSD, Corsair AX850w, two BENQ screens and TM HOTAS Warthog DCS: A-10C Warthog FAQ | DCS: P-51D FAQ | Remember to read the Forum Rules | | | Life of a Game Tester
socal500 Posted April 26, 2010 Author Posted April 26, 2010 To analyze what happened we'd need the version where the planes are not removed. ;) Don't see how that is going to help but here it is. The problem is its putting the helis in bays when it should be putting them on the runway. That happens regardless of the static objects being there or not.convoy2.miz
EtherealN Posted April 26, 2010 Posted April 26, 2010 (edited) It gives us a starting position where the problem is present and then we can work from there to see if there's something broken. Thanks. :) I think I can see what's happening: basically, MP and SP has to handle spawn points in different manners since there's only one "on-runway" spawn point for players. Therefore in multiplayer it has to cycle through the parking areas as if you had selected takeoff-from-parking (but with engines on). The aircraft parked, at the same time, are not actually aircraft as far as the engine is concerned - they're decorative "static objects" and therefore the parking space doesn't register as occupied. (Using them as static objects saves on resources since this means the program doesn't have to run simulation on something that'll just sit there anyhow.) So basically - it's not a "bug", just an unfortunate side-effect of how things had to be organized. Edited April 26, 2010 by EtherealN [sIGPIC][/sIGPIC] Daniel "EtherealN" Agorander | Даниэль "эфирныйн" Агорандер Intel i7 2600K @ 4.4GHz, ASUS Sabertooth P67, 8GB Corsair Vengeance @ 1600MHz, ASUS GTX 560Ti DirectCU II 1GB, Samsung 830series 512GB SSD, Corsair AX850w, two BENQ screens and TM HOTAS Warthog DCS: A-10C Warthog FAQ | DCS: P-51D FAQ | Remember to read the Forum Rules | | | Life of a Game Tester
Lava Posted April 27, 2010 Posted April 27, 2010 It gives us a starting position where the problem is present and then we can work from there to see if there's something broken. Thanks. :) I think I can see what's happening: basically, MP and SP has to handle spawn points in different manners since there's only one "on-runway" spawn point for players. Therefore in multiplayer it has to cycle through the parking areas as if you had selected takeoff-from-parking (but with engines on). The aircraft parked, at the same time, are not actually aircraft as far as the engine is concerned - they're decorative "static objects" and therefore the parking space doesn't register as occupied. (Using them as static objects saves on resources since this means the program doesn't have to run simulation on something that'll just sit there anyhow.) So basically - it's not a "bug", just an unfortunate side-effect of how things had to be organized. That's also a really useful piece of information to have. It'll help in casual conversion of missions. I would have been scratching my head! Thank you very much for taking the time to figure that out, EtherealN!
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