Jump to content
Sign in to follow this  
Gameadd1cted

orderGetIn in Multiplayer

Recommended Posts

Hi,

I have a strange issue.

Description:

AI Pilot is commanded via Radio Alpha to board a chopper.

Pilot waypoint1: MOVE

- very close to its initial position so it won't move.

- synchronized with trigger activated by Radio Alpha.

Pilot waypoint2: GETIN

On Act. Pilot1 assignAsDriver Heli1; Pilot1 orderGetIn true

Problem:

Eveything works OK in single player.

In multiplayer works perfect IF the pilot boards first the helicopter.

But if one of my mates get into the chopper first (in back seat position) the pilot won't get into the chopper anymore.

Any ideas? Thanks :)

Share this post


Link to post
Share on other sites

Buliwyf, thanks for the quick answer.

Both sodiers are from the same side (WEST > US)

I modified the argument for orderGetIn.

Nevertheless, pilot still won't board the heli.

Looks like if a player or another AI boards the chopper before the pilot, it resets the assignments resulting in the AI pilot not boarding.

In single player the AI can board the heli before and the pilot enters.

Therefore I think is something related to multiplayer.

Share this post


Link to post
Share on other sites

Have you tried a straight pilot1 moveindriver heli1 to test if the slot is open after a player has entered as cargo.

Share this post


Link to post
Share on other sites
Have you tried a straight pilot1 moveindriver heli1 to test if the slot is open after a player has entered as cargo.

The problem with this solution is the total lack of realism.

It basically warps the pilot into the chopper (no anomation).

I tried setting a waypoint so that it get close to the heli door, but he still warps from a certain distance.

Share this post


Link to post
Share on other sites

It not for a solution but to see if the slot is free, if it is then there may be a work around.

You could try to keep everyone out until the driver gets in.

Place in heli's init

heli1 lock true;heli1 addEventHandler ["getin",{if (pilot1 in heli1) then {heli1 lock false}} ]

Or this will re-issue the getin order everytime a unit gets in the chopper

Place in Units init, you will still need the radio command to allow the heli to take off

heli1 addEventHandler ["getin",{Pilot1 assignAsDriver Heli1; [Pilot1] orderGetIn true} ]

Edited by F2k Sel

Share this post


Link to post
Share on other sites

Blocking the heli works like a charm (tested SP and MP)

Using the second init simply doesn't work.

The pilot won't move at all.

Just in case:

wp1: MOVE; in front of pilot; synchronized with trigger (radio Alpha)

wp2: MOVE; very close to the chopper; needed so the AI won't run

wp3: GETIN; Init: pilot1 assignAsDriver heli1; [pilot1] orderGetIn true

wp4: LOAD; in front of chopper; ; synchronized with trigger (radio Bravo)

wp5: MOVE; some other place on the map.

Thanks for your great input!

Share this post


Link to post
Share on other sites

Glad it's working, I wonder if using

pilot1 action ["getin",heli1];pilot1 assignAsDriver heli1; [pilot1] orderGetIn true

would work.

Anyway locking the chopper is probably better as it stops players stealing it.

Share this post


Link to post
Share on other sites

F2k Sel, thanks a lot for your patience.

I leave it locked.

Anyway, the mission is played by friends (all adults) so no childish things like stealing vehicles.

I'll try your last idea at some stage.

Share this post


Link to post
Share on other sites

I uploaded the mission as required in another thread (JIP issues).

In case you want to have a look at the final result for the heli script:

http://www.megaupload.com/?d=A59FNU1N

The scripted heli in the center; you can see the pilot waiting to board it close to the control tower.

6343714808_cd4ded45a2.jpg

111114 Entrenamiento by Militar2k, on Flickr

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×