Jump to content
Sign in to follow this  
Guest

Some questions

Recommended Posts

Guest

Oki, some questions f

i have a empty chopper that 2 pilots get into if they get to the chopper alive. How do i set up waypoints for this chopper so it moves afler the pilots have gotten in?

I have created a t80 with the createVehicle command, but it's empty, How do i create units with personell in them ready to go?

Where can i get speech to my missions? I'am working on a large Campain, and i need speech for several different Us personel. Anybody do a realistic speech?

Thanx:)

Share this post


Link to post
Share on other sites

about chopper : make waypoints not for it but for pilot. Example - move, move, get in, move, move, get out

Share this post


Link to post
Share on other sites

How are the pilots getting into the chopper? if you are using assignasgunner and pilot then it would be a good idea to use the move command,

(pilot chopper) domove (getpos object)

Use the createunit command to create the crew, then use moveingunner, moveindriver and moveincommander to get them into the T80.

I don't have a clue where you can get good voices smile.gif

RED

Share this post


Link to post
Share on other sites
Guest

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Use the createunit command to create the crew, then use moveingunner, moveindriver and moveincommander to get them into the T80.

<span id='postcolor'>

i have tryed this, but it dident work, and i could get in the tank and drive it anyway.

Here is my code:

tank = "M1Abrams" createVehicle getmarkerpos "aa"

a1 = "SoldierWB" createvehicle getmarkerpos "aa2"

a1 moveindriver tank

a2 = "SoldierWB" createvehicle getmarkerpos "aa2"

a2 moveingunner tank

a3 = "SoldierWB" createvehicle getmarkerpos "aa2"

a3 moveincommander tank

tank setfuel 1

tank domove getmarkerpos gl

~1

Exit

This doesent work, and the tank vount move to my marker gl

It looks like the persons are moved into the tank bcoz they dont appear at marker aa2.

Also how do i create a chopper wit the createvehicle commands that are starting of flying?

Thanx:)

Share this post


Link to post
Share on other sites

a3 = "SoldierWB" createvehicle getmarkerpos "aa2"

Use the createunit command for soldiers.

RED

Share this post


Link to post
Share on other sites

Are you sure you ned to use createvehicle and createunit?

Cant you just place some units on the map far away and then move them to where you want them to appear with setpos?

It would make it alot easier wink.gif

Share this post


Link to post
Share on other sites

Createunit reduces system lag if you want to have lots of units in a battlefield, you only need to have the units on the mission at one point. Not loaded from the start.

RED

Share this post


Link to post
Share on other sites

But createUnit produces heavy lag when extensively used over a short period (ie, 2 groups of 12 pple make the server freeze for 2 seconds, creating desync on all clients)

Same for createVehicle.

This is perceptible on the "Battlefield 1985" mission, which extensively uses createVehicle function. You'll see some desync storms (I checked the server at the same time, nothing special), and I didn't see anything else in the mission which could have affected the server like that. Tested too with my PC as server, same thing, and PC freezes at each vehicle creation.

I think there is a middle way to choose between pre-creating in editor and creating during mission with createUnit/Vehicle.

My rule would be : Is there AI in what I need? If yes, then I create on the fly with createXxxxx , if not, I pre-create them in edit and setPos them as needed.

I reread my post... Funny how I consider any mission created as being multiplayer.... Didn't even envisage the fact it could be SP. tounge.gif

Whis'

Share this post


Link to post
Share on other sites

Whis', if you only create units of type that have already been present on the map, there should be no real noticeable lag when creating the units. Otherwise, you may see up to 1s pause for each new type of unit.

It is up to you, do you like decreased performance all the time with many units present, or do you settle for some lag a few times in the whole mission, while performance is always good otherwise. smile.gif

The fact is a dedicated server can not handle too many active units at the same time, so I would go with create (I do in EnemyStack) as much as possible.

EDIT: Have a nice confrontation between 50 or so units, check if the server FPS is above 15.

Share this post


Link to post
Share on other sites

I never saw him say anything about the mission having alot of units, I guess It depends on the mission wich way is the best.

Never saw this smiley before, it looks really funny hehe --->  crazy.gif

Share this post


Link to post
Share on other sites

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (bn880 @ Jan. 08 2003,20:18)</td></tr><tr><td id="QUOTE">Whis', if you only create units of type that have already been present on the map, there should be no real noticeable lag when creating the units.  Otherwise, you may see up to 1s pause for each new type of unit.

It is up to you, do you like decreased performance all the time with many units present, or do you settle for some lag a few times in the whole mission, while performance is always good otherwise.  smile.gif

The fact is a dedicated server can not handle too many active units at the same time, so I would go with create (I do in EnemyStack) as much as possible.

EDIT: Have a nice confrontation between 50 or so units, check if the server FPS is above 15.<span id='postcolor'>

Yes, I just came by the post where this behaviour is described (thanks Suma smile.gif ), and I actually didi not test with units already created....

So please forget about the BS I wrote above wink.gif

Thanks for clarification

Whis'

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  

×