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nap1991

HALO Problem in Multiplayer

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Hi,,

I have experienced a problem that when i host my coop mission,,,i have a waypoint of a plane to let all passenger HALO,,

the script i use is this one:

[A1,1500] exec "ca\air2\halo\data\Scripts\HALO_init.sqs";

[A2,1500] exec "ca\air2\halo\data\Scripts\HALO_init.sqs";

[A3,1500] exec "ca\air2\halo\data\Scripts\HALO_init.sqs";

[A4,1500] exec "ca\air2\halo\data\Scripts\HALO_init.sqs";

so on..

When i test in editor, it works perfect. However, when i play with my friend,,whatever unit(A1-A4) he play,,,his unit just cannot HALO and stay in plane

Is this a problem with the client? How can i solve this?

Thanks

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Variables

Paratroops = Your group

Dropship = Your plane or chopper

Create a group of player and playable members

Create a plane/Chopper and name it Dropship

Then setup these.

init string for the Leader of your group.

Paratroops = Group this; {_x moveincargo Dropship} ForEach units group this;

Init string for Dropship: Flying height of 200.

Dropship flyinheight 200

Name =

Dropship

Create a couple of Waypoints for the Dropship

Waypoint On Acct. string for Dropship where you want them to eject

_xhandle=[Paratroops,Dropship] execVM  "eject.sqf";titletext[format["GO!! GO!! GO!!"],"PLAIN"];

Here is the eject script that will push out your troops

------eject.sqf script--------

if (isServer) then {
_group =  _this select 0;
_vehicle = _this select 1;

sleep 2;

{
unassignvehicle _x;
_x action ["EJECT", _vehicle];
sleep 0.5
} foreach units _group;
};

If you then want the Dropship to fly off and the entities to be removed from the map, set the Dropship's last Waypoint On Acc, to:-

{deleteVehicle _x} forEach (crew Dropship)+[Dropship]

Edited by Beerkan

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Thanks for responding.

But after going through your codes, it seems that all player will just eject instead of HALO. In fact in my mission, all units can HALO except those played by client. Any script can help to solve this?

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Sometimes it might be easier to simply spawn the units mid HALO. It saves a lot of hassle.

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Use a trigger instead of the waypoint to call the drop.

I have tried that,,,still,,,my friend stays in the plane while my AI team and me executed the HALO script :(

Wt i did is create a trigger

Name: HALO

condition: HALO

On Act : [A1,1500] exec "ca\air2\halo\data\Scripts\HALO_init.sqs";

[A2,1500] exec "ca\air2\halo\data\Scripts\HALO_init.sqs";

[A3,1500] exec "ca\air2\halo\data\Scripts\HALO_init.sqs";

[A4,1500] exec "ca\air2\halo\data\Scripts\HALO_init.sqs";

so on..

When the plane arrive at a certain waypoint,,, HALO = true

Trigger is activated,, Me (host) and AI drop out but my friend still sits in the plane

Sometimes it might be easier to simply spawn the units mid HALO. It saves a lot of hassle.

it maybe,,,

but for my mission,,,cause the mission started in the base for players to pick their weapons from different crates. so if i halo and there are crates in battlefield behind enemy line,,,it looks odd

btw, it seems that its the client that cannot execute the script. even i put that in the init field of the unit so that it halo as it start, i am afraid that they still cant execute the script

Edited by nap1991

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but for my mission,,,cause the mission started in the base for players to pick their weapons from different crates. so if i halo and there are crates in battlefield behind enemy line,,,it looks odd

My solution for this was dropping in the crates in the field along with the players.

On other note I decided it would be amusing to put a flight of C130s right in the drop path of the players. Yes, you had to dodge 3 C130s flying below you. In some cases, collision was unavoidable... :D

So evil, but so funny.

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Dont use the waypoint at all, put the trigger where the plane is going to drop you and let the trigger do all the work.

You can group(F2) the trigger to the plane if there is any risk that the trigger will be activated by anyother units.

If I remember it right typing things in waypoints does not work well in mp.

If you must use your waypoint let the waypoint activate a trigger that will activate another trigger thats calling your halo jump, like you have now but one more trigger inbetween the waypoint and your halo trigger.

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