mokeyii 10 Posted September 27, 2015 So, I'm not quite understanding this. http://www.armaholic.com/page.php?id=25458The Simple Paradrop Script, I have it working flawlessly on the mission editor or a self hosted session through arma. However as soon as I put it on my dedicated box it fails to open the chute at 100m BUT opens it for all AI. All of the other functions work properly. This is a Co-Op Mission... If that makes a difference.Can some1 help me with this issue?Github: https://github.com/Fractured-Gaming/FracturedLines2eject.sqf if (!isServer && hasInterface) exitWith {}; private ["_vehicle","_chuteheight","_paras","_dir"]; _vehicle = _this select 0; _chuteheight = if ( count _this > 1 ) then { _this select 1 } else { 100 }; _paras = assignedcargo _vehicle; _dir = direction _vehicle; [_paras] allowGetIn false; paraLandSafe = { private ["_unit"]; _unit = _this select 0; (vehicle _unit) allowDamage false;// Set parachute invincible to prevent exploding if it hits buildings waitUntil {isTouchingGround _unit || (position _unit select 2) < 1 }; _unit allowDamage false; _unit action ["EJECT", vehicle _unit]; _unit setvelocity [0,0,0]; sleep 1;// Para Units sometimes get damaged on landing. Wait to prevent this. _unit allowDamage true; }; { _x disableCollisionWith _vehicle; _x allowdamage false; unassignvehicle _x; _x action ["GETOUT", _vehicle]; _x setDir (_dir + 90); sleep 0.35;//So units are not too far spread out when they land. } forEach _paras; { waitUntil {(position _x select 2) <= _chuteheight}; if (vehicle _x != _x) exitWith {}; _chute = createVehicle ["Steerable_Parachute_F", position _x, [], ((_dir)- 5 + (random 10)), 'FLY']; _chute setPos (getPos _x); _x assignAsDriver _chute; _x moveIndriver _chute; _x allowdamage true; } forEach _paras; { [_x] spawn paraLandSafe; } forEach _paras; Share this post Link to post Share on other sites
mokeyii 10 Posted September 27, 2015 I thought locality was the issue with the variable _chute, so I mad a local Variable like so. However this still did not work. { waitUntil {(position _x select 2) <= _chuteheight}; if (vehicle _x != _x) exitWith {}; private ["_chuteMe"]; _chuteMe = createVehicle ["Steerable_Parachute_F", position _x, [], ((_dir)- 5 + (random 10)), 'FLY']; _chuteMe setPos (getPos _x); _x assignAsDriver _chuteMe; _x moveIndriver _chuteMe; _x allowdamage true; } forEach _paras; Still does not work on the dedicated box. Share this post Link to post Share on other sites
mokeyii 10 Posted September 28, 2015 Placed all inits into all players, Increased Chute open distance by 1.5x, still same issue.Also Changed the script to try and fix it. private ["_vehicle","_chuteheight","_paras","_dir","_unit","_chuteMe"]; if (!isServer && hasInterface) exitWith {}; _vehicle = _this select 0; _chuteheight = if ( count _this > 1 ) then { _this select 1 } else { 100 }; _paras = assignedcargo _vehicle; _dir = direction _vehicle; [_paras] allowGetIn false; paraLandSafe = { _unit = _this select 0; (vehicle _unit) allowDamage false;// Set parachute invincible to prevent exploding if it hits buildings waitUntil {isTouchingGround _unit || (position _unit select 2) < 1 }; _unit allowDamage false; _unit action ["EJECT", vehicle _unit]; _unit setvelocity [0,0,0]; sleep 1;// Para Units sometimes get damaged on landing. Wait to prevent this. _unit allowDamage true; }; { _x disableCollisionWith _vehicle; _x allowdamage false; unassignvehicle _x; _x action ["GETOUT", _vehicle]; _x setDir (_dir + 90); sleep 0.35;//So units are not too far spread out when they land. } forEach _paras; { waitUntil {(position _x select 2) <= _chuteheight}; if (vehicle _x != _x) exitWith {}; _chuteMe = createVehicle ["Steerable_Parachute_F", position _x, [], ((_dir)- 5 + (random 10)), 'FLY']; _chuteMe setPos (getPos _x); _x assignAsDriver _chuteMe; _x moveIndriver _chuteMe; _x allowdamage true; } forEach _paras; { [_x] spawn paraLandSafe; } forEach _paras; Share this post Link to post Share on other sites
mokeyii 10 Posted September 28, 2015 Changed ["Steerable_Parachute_F", position _x, [], ((_dir)- 5 + (random 10)), 'FLY']; to "Steerable_Parachute_F" createVehicle position _x; Looks a lot better, but AI still deploy parachutes and Players do not. Share this post Link to post Share on other sites
Heeeere's johnny! 51 Posted September 28, 2015 _paras = assignedcargo _vehicle; After that line, put the _paras array into the server's log (diag_log) and see if your player is in it ... respectively put player in _paras into the log so you don't have to search yourself. And change the first line to just if (!isServer) exitWith {}; because with hasInterface, you're letting a client named "__SERVER__" execute this script too, because the server logs on to itself as a client (read here), but has no interface, so hasInterface would be false hence the script won't exit there. Share this post Link to post Share on other sites
dreadedentity 278 Posted September 29, 2015 _paras = assignedcargo _vehicle; After that line, put the _paras array into the server's log (diag_log) and see if your player is in it ... respectively put player in _paras into the log so you don't have to search yourself. There is no "player" variable on dedicated server Share this post Link to post Share on other sites
Heeeere's johnny! 51 Posted September 29, 2015 Right, I didn't think about this thing is running server side. So ... yeah. Share this post Link to post Share on other sites
mokeyii 10 Posted September 29, 2015 I will try it tonight when I get off work and let you know. Share this post Link to post Share on other sites