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FCF Bad Karma

Helo landing issues

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Before ya go off on me, its really not a repeat of a question...

I have a simple waypoint set that lands a helo and dumps off you (player) and your team. While I'm hosting the game and playing as the leader, the insertion works great, no probs for any player. But if I'm hosting and another person is the leader, the helo gets to the landing WP and just hovers.

If I host the game and play by myself with AI and am the leader, it works great. If I play not as the leader it works great. Same with the rest of the people that have tried the mission. Any other combination of leader/not leader/AI works fine. Just the one combo doesnt.

I'm totally stumped.

Any ideas?

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Sorry no solution, just that I share your frustration with this problem. When I create a mission (MP) where two heli's each drop a squad off with an unload transport WP . Everything works fine if the other squad is AI, the minute another human player takes control of the other squad, his heli just hovers as opposed to dropping them off, my heli does what it is supposed to do i.e. drop me and my squad off.

In the mission both squads are not grouped to the heli's and are inserted with moveincargo commands. All I want is to be able to start a multiplayer mission with two human players , each in control of a squad) and to be dropped off by heli's who then fly away and await instructions to collect. The same problems arise when the Heli's return to collect btw.

confused.gif

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I didnt have a problem when it came to loading, cause I used a different set of commands to tell the helo to take off.

But the problem at hand really bugs me...

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Do you use a

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">nameofyourchopper land "land"<span id='postcolor'>  

in the line On Activation of the UNLOAD TRANSPORT waypoint ?

If this dont work, maybe you will have to create more waypoint before the TRANSPORT UNLOAD waypoint , and for each of them use a different and progressive altitude from 50 to 0

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">nameofthechopper flyinheight altitude<span id='postcolor'>

and for the final waypoint (the UNLOAD TRANSPORT one) , use 0 as the altitude.

I hope it will help you in that MP problem

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Bad Karma, is it possible for you to send me your mission source files? I got somthng to test to make it work, but there are serveral possibilities, and the forum is not the good way to do it, I think.

whisper_ffw06@yahoo.fr

Whis'

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Although I can't really outline a possible solution I would at least like to add a theory about the difference that might cause the problem.

As you might know, if more than one human player is present the variable (or better reference) "player" points to different characters on each client. So if the internal "unload transport" command maybe (I can't in any way verify that but to me this seems to be the most significant difference between the cases you described above) makes use of "player" then this might confuse the engine and mess up the correct execution of the given commands.

When encountering such problems I would always give manual scripting a try:

You could work with the DoMove, FlyInHeight, DoStop etc. commands (like Chronicles also suggested) and make the troops eject from the vehicle by using the groupname leave vehiclename command or the unitname action ["EJECT",vehiclename] command (issuing defined names to the choppers and infantery groups would be a good idea for accurate results ... or more disappointment wink.gif ) ... if you want to make that script more dynamic and e.g. use only the group to eject as a parameter you could also use the vehicle unitname command in order to determine the vehicle the desired group is currently assigned to ...

I hope this might help...

P.S.: when using the eject-action don't forget to call unitname UnassignVehicle first or the chopper will try to pick the corresponding units up again immediately...

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