Varanon 892 Posted October 30, 2013 I tried using BIS_fnc_unitPlay in a multiplayer mission, and it works if I am running on a hosted server. It fails, however, if I run it on a dedicated server. Looking at the code for unitPlay, I notice that it installs a display event handler, which is most likely not available on a dedicated server without an actual display or anything. So, is it true that it will not work on a dedicated server, or am I just too dense ? As I said, it works on a hosted server and in single player. The script only replays the data where the chopper is local, though, since I assume that setVelocityTransformation (which is used for positioning the object) requires a local argument ? Share this post Link to post Share on other sites
blackmamb 2 Posted October 30, 2013 Well, until now, it didn't have any interest in MP since it would always cause massive stuttering. Now, they changed the way it works recently, does it work smooth on a hosted game? Share this post Link to post Share on other sites
Varanon 892 Posted October 30, 2013 Well, until now, it didn't have any interest in MP since it would always cause massive stuttering.Now, they changed the way it works recently, does it work smooth on a hosted game? Yes. This is the reason I actually tried to use it, because in Arma 2, it was not usable at all Share this post Link to post Share on other sites
rakowozz 14 Posted November 7, 2013 Glad I found this. I tried using it too, with no success either. Works flawlessly in local/singleplayer, but fails miserably in dedicated. A heli landing and picking up an AI unit is essential to my mission, but I refuse to use "land" as it'll chop in half a dozen trees and lose the main rotor in the process. Is it absolutely unusable, then? Share this post Link to post Share on other sites
Varanon 892 Posted November 7, 2013 Is it absolutely unusable, then? As long as the replay is based around a user interface handler, I doubt that it will ever work on dedicated servers. There's a BIS_fnc_UnitPlaySimple, but I think that's the old one that used to jump around like crazy... Share this post Link to post Share on other sites
RegEdit 10 Posted November 7, 2013 but I refuse to use "land" as it'll chop in half a dozen trees and lose the main rotor in the process. You can use invisible helipad then, works perfect. Share this post Link to post Share on other sites
Varanon 892 Posted November 7, 2013 You can use invisible helipad then, works perfect. Not always. If the heli is under fire, for example. And if it's under AI control, it usually rises up very high before landing. Anyway, made a ticket for BIS_fnc_unitPlay. Share this post Link to post Share on other sites
rakowozz 14 Posted November 7, 2013 (edited) You can use invisible helipad then, works perfect. I was using that... naming it "hpad", telling the chopper to land "hpad". But it'll always choose a "safer" location on the road somewhere, even though the helipad's not overlapping any buildings, etc. And then the disaster is bound to happen. Or it'll do what was said above. Haven't managed to get this to work 100% yet. Anyway, made a ticket for BIS_fnc_unitPlay. Awesome. By the way, in my experience, I saw UnitPlay "nearly" worked in dedicated. The helicopter I used was just stuttering a lot and turned its engine off as it approached the end of the recording, but it did reach the end of the path. Edited November 7, 2013 by rakowozz Share this post Link to post Share on other sites
RegEdit 10 Posted November 7, 2013 Haven't managed to get this to work 100% yet. I’m using the following construction without problems: pilot doMove getPos helipad; waitUntil {unitReady pilot}; heli land "LAND"; Share this post Link to post Share on other sites