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Desrat

moveInCargo issues

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Hi all,

having some strange issues with the moveInCargo command in Arrowhead (standalone), I've posted my init.sqf below where the offending code is placed.

Basically all I wanna do is spawn a blackhawk - and move the crew and all players aboard (mix of players and AI)

Now the code I posted just does not seem to work - all AI gets moved as do I as the server/host but not all other MP players get moved (some do some don't and there's no specific pattern I can discern) and I dont understand why.

Anyone have any ideas what I'm doing wrong here?

init.sqf

/////////////////////////////////////////////////////
// GLOBAL SECTION 

//disable saving
enableSaving [false, false];

//disable conversations
player setVariable ["BIS_noCoreConversations", true];

//exec briefing
execVM "briefing.sqf";

//wait till functions module has init
waitUntil{!(isNil "BIS_MPF_InitDone")};

//create crossroad for side chat
PAPABEAR=[West,"HQ"];

//compile UPSMON functions
call compile preprocessFileLineNumbers "scripts\Init_UPSMON.sqf";


/////////////////////////////////////////////////////
// Server only 

if(isServer) then {

//compile shk_pos
call compile preprocessfile "SHK_pos\shk_pos_init.sqf";

//create a new Blackhawk named BH1
_veh = "UH60M_EP1" createVehicle (getMarkerPos "1");
_veh setVehicleInit "BH1 = this;";
processInitCommands;

//move flight crew into new blackhawk
p1 moveInDriver BH1; // pilot
p2 moveInTurret [bH1,[1]]; // co-pilot
p3 moveInTurret [bH1,[0]]; // Crew Chief

//get array of playable units
_PlayrUnits = playableUnits;

//move all playable into BH1
{_x moveInCargo BH1} forEach _PlayrUnits;

};

/////////////////////////////////////////////////////
// Local Player Only 

if (local player) then {

// public Vars
createtask2 = false;
createtask3 = false;

"createtask2" addPublicVariableEventHandler {
(code not relavant)
};

"createtask3" addPublicVariableEventHandler {
(code not relevant)
};

waitUntil{!isNull player};

playMusic "intro";
15 fadeSound 1;
}; 


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Put all of the moveInDriver, etc. stuff in the global section of your init.

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Put all of the moveInDriver, etc. stuff in the global section of your init.

made no difference at all unfortunately

init.sqf


////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Server or local host only ///////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

if(isServer) then {

call compile preprocessfile "SHK_pos\shk_pos_init.sqf";

_veh = createVehicle ["UH60M_EP1", (getMarkerPos "1"), [], 0, "FLY"];

_veh setVehicleInit "BH1 = this;";
processInitCommands;

p1 moveInDriver BH1; // pilot
p2 moveInTurret [bH1,[1]]; // co-pilot
p3 moveInTurret [bH1,[0]]; // Crew Chief

};

////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// GLOBAL SECTION //////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

//disable saving
enableSaving [false, false];

//disable conversations
player setVariable ["BIS_noCoreConversations", true];

execVM "briefing.sqf";

//initialise scripts - wait till functions module has init
waitUntil{!(isNil "BIS_MPF_InitDone")};

PAPABEAR=[West,"HQ"];

call compile preprocessFileLineNumbers "scripts\Init_UPSMON.sqf";

_PlayrUnits = playableUnits;

{_x assignAsCargo BH1;_x moveInCargo BH1} forEach _PlayrUnits;


////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Local Player Only ///////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

if (local player) then {

player moveInCargo BH1;

waitUntil{!isNull player};

//disable conversations
player setVariable ["BIS_noCoreConversations", true];

playMusic "intro";
cutText ["BlackHawk Down by [VOWS]_Desrat\n\nVersion 1.0 - 20/08/2011\n\nWe are recruiting @ www.vowsclan.net", "BLACK FADED"];
15 fadeSound 1;
sleep 10;
titleCut ["", "BLACK IN", 5];


}; 




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This works on hosted and dedicated. Dont forget your marker 1. This will not place playableunits into the helicopter if you are in the editor!!!

// Server or local host only 
if (isServer) then 
{
_veh = createVehicle ["UH60M_EP1", (getMarkerPos "1"), [], 0, "FLY"];
_veh setVehicleInit "BH1 = this;";
processInitCommands;
p1 moveInDriver BH1; // pilot
p2 moveInTurret [bH1,[1]]; // co-pilot
p3 moveInTurret [bH1,[0]]; // Crew Chief
};

{_x assignAsCargo BH1; _x moveInCargo BH1} forEach playableUnits;

// Local Player Only
if (local player) then 
{
       waitUntil {!isNull player};
player moveInCargo BH1;
player setVariable ["BIS_noCoreConversations", true];
cutText ["BlackHawk Down by [VOWS]_Desrat\n\nVersion 1.0 - 20/08/2011\n\nWe are recruiting @ www.vowsclan.net", "BLACK FADED"];
sleep 10;
titleCut ["", "BLACK IN", 5];
};

Edited by cobra4v320

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still didn't work until I moved the foreach loop after the titles section...seems to work now though although Ive only tested once..

// server or local host only
if (isServer) then 
{
call compile preprocessfile "SHK_pos\shk_pos_init.sqf";
};


// Local Player Only
if (local player) then 
{
       waitUntil {!isNull player};
player moveInCargo BH1;
player setVariable ["BIS_noCoreConversations", true];
playMusic "intro";
cutText ["BlackHawk Down by [VOWS]_Desrat\n\nVersion 1.0 - 20/08/2011\n\nWe are recruiting @ www.vowsclan.net", "BLACK FADED"];
sleep 10;
titleCut ["", "BLACK IN", 5];
{[_x,10,time,false,false] spawn BIS_Effects_Burn} forEach [t1,t2,t3,t4,t5,t6,t7];
execVM "public_vars.sqf";

};

{_x assignAsCargo BH1; _x moveInCargo BH1} forEach playableUnits;

//initialise scripts - wait till functions module has init
waitUntil{!(isNil "BIS_MPF_InitDone")};

//disable saving
enableSaving [false, false];

//disable conversations
player setVariable ["BIS_noCoreConversations", true];

execVM "briefing.sqf";

PAPABEAR=[West,"HQ"];

call compile preprocessFileLineNumbers "scripts\Init_UPSMON.sqf";

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