bn880 5 Posted June 18, 2003 Sounds like a job for an "obelisk". Talk to Dinger of CoC. Anyway, what you need to do is setup some limited network service through something like the CoC Server just released (this is of a simulaiton that supports fuel EH). Have each map placed unit add itself to an array (a little complicated), then use the typeOf function on each unit in the array and run their init script from the "CoC Server" fuel EH. (after some time) So you will gain access to their inits by doing exec "\TypeofUnit\init.sqs". Otherwise if you can wait 20 seconds you can use the CoC Network services included in the CoC-Server from all the addons. Share this post Link to post Share on other sites
Pennywise 0 Posted June 18, 2003 Doesnt the COC server use preprocessfiles? That would be nice, but preprocessfiles only load in the init.sqs in missions only. At least so it seems. I've tried doing that in addons and the 'loadfile' and 'preprocessfile' commands did not work. Share this post Link to post Share on other sites
BraTTy 0 Posted June 18, 2003 That should handle the canopy closing when you start in mission with a soldier and open when not present. LOL , ...I just told you that "getin" does NOT get called when you start the game and a soldier is in the vehicle. The way I called it completely right,I have no typos, my canopy starts open and "getin" did NOT get called. Don't sit here and talk theory,try it yourself and see. But nevermind anyways,it's not important, it doesnt help Share this post Link to post Share on other sites
bn880 5 Posted June 18, 2003 Doesnt the COC server use preprocessfiles? That would be nice, but preprocessfiles only load in the init.sqs in missions only. At least so it seems. I've tried doing that in addons and the 'loadfile' and 'preprocessfile' commands did not work. The CoC Server Addon uses loadfile, it works just that the commenting syntax is different in loadfile than preprocess file, and preProcessFile has no problem with nulls, whereas loadfile does. You do not require preProcessfile in addons as they are read into memory anyway, although I strongly suggest to BIS that they unify the syntax for preProcessed and loaded files. All the way. Share this post Link to post Share on other sites
Guest jacobaby Posted June 18, 2003 soldiers cant have fuel added and removed, I have tried it Share this post Link to post Share on other sites
bn880 5 Posted June 18, 2003 Who are you replying to jacobaby? Because I'm not assuming they can. Share this post Link to post Share on other sites
dinger 1 Posted June 18, 2003 snypir -- I think I put the solution in the ofpec thread: if it's every unit, and you're rewriting the config.cpp ("superconfig"), you can do it this way: class Man (or class Land, or whatever) class eventhandlers { init = "if ({_x in [_x]} count [CoC_Obelisk] == 0) then {CoC_Obelisk = {CoC_Obelisk} createvehicle [-1000,-10000,5000]}"; }; then on the obelisk have an init EH that sets fuel to 0, and a fuel EH that kicks off your client-side scripts. Share this post Link to post Share on other sites
snYpir 0 Posted June 18, 2003 snypir -- I think I put the solution in the ofpec thread:if it's every unit, and you're rewriting the config.cpp ("superconfig"), you can do it this way: But the init eh is not fired at all on client in MP, no? Share this post Link to post Share on other sites
Pennywise 0 Posted June 18, 2003 Quote[/b] ]The CoC Server Addon uses loadfile, it works just that the commenting syntax is different in loadfile than preprocess file, and preProcessFile has no problem with nulls, whereas loadfile does. Thats interesting bn880, I might have to go back and look at it again. Â BTW, awsome work on that addon. Â I downloaded it and tried it out. Â Its pretty cool. Quote[/b] ]LOL , ...I just told you that "getin" does NOT get called when you start the game and a soldier is in the vehicle. Bratty, Im sorry dude. I stand with it does. Â I use it; it works fine. Â Anyways, back to the topic. Share this post Link to post Share on other sites
BraTTy 0 Posted June 19, 2003 Well I have been working on this night and day and so far this: Changing the fuel ran from an "init" event handler does not change the fuel on the clients,therefore no fuel eventhandler is activated for the clients in the game Getin does no execute when you start a soldier in the vehicle (sorry pennywise) I have lan setup and testing this and i am stumped,only way i get the scripts to run on the clients,is using like engine,fuel,getin,eventhandler ,but the client has to use them to activate. I do not have a way of making a global script activating yet automatically Share this post Link to post Share on other sites
Hudson 0 Posted June 19, 2003 Isnt a soldier also a vehicle? Cant you add and remove some fuel still to activate?The problem lies with weapons it seems, no fuel there Your trying to set fuel to a soldier? A default soldier? Thas not going to work no matter what you try. The soldier class isnt coded to hold fuel. Why are you not trying something like disableUserInput or DisableAI? I dont understand what your trying to do here but thinking that your problem has anything to do with client/server side issues is crazy. Share this post Link to post Share on other sites
BraTTy 0 Posted June 19, 2003 No Hudson that was only a suggestion pages back, and Jacob already answered it saying he tried and it doesnt work I was only trying to help with the soldier solution, but I am working with a plane and am also trying to get a manager script running automatically at startup on all machines and I have a lan setup here and testing Share this post Link to post Share on other sites
Hudson 0 Posted June 19, 2003 No Hudson that was only  a suggestion pages back, and Jacob already answered it saying he tried and it doesnt workI was only trying to help with the soldier solution, but I am working with a plane and am also trying to get a manager script running automatically at startup on all machines and I have a lan setup here and testing ------------------------------------------------------------- ...Getin does no execute when you start a soldier in the vehicle (sorry pennywise)... I dont understand penny sometimes either but I can promise you his code works. And even better I can prove it, even though all you have to do is download the F18 and try it in MP. Its one of the few vehicles addons with scripted animations that dosent crap out in MP games. I can save you some time though and just post it all here :-). The following is the eventhandlers from the F18 hornet (This is from soon to be released 1.2 version so might differ from yours)... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> //------------------------------------------------------------------   class eventhandlers   {    init  = "if (alive (_this Select 0)) then {[_this select 0, true] exec ""\Rad_F18\scripts\messagemgr.sqs""}";    getin = "if (alive (_this Select 0)) then {[_this select 0, false, _this select 2] exec ""\Rad_F18\scripts\messagemgr.sqs""}";    getout= "[_this Select 0,true] exec ""\Rad_F18\scripts\canopyctrl.sqs""";    incomingMissile = "[_this select 0] exec ""\Rad_F18\scripts\inmissile.sqs""";    fired = "[_this Select 0, _this Select 1, _this Select 2, _this Select 3, _this Select 4] exec ""\Rad_F18\scripts\fired.sqs""";   };  }; Now as you can see both init and getin are executing messagemgr.sqs... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;Code by Pennywise from Radishville           ;; ;;Email:  onepremise@nc.rr.com              ;; ;;Email2: pennywise@radishville.com           ;; ;;------------------------------------------------------;; ;;Ver.     Changes         Date     Ini.;; ;;------------------------------------------------------;; ;;1.0.0   Initial Coding      03/20/03    JAH  ;; ;;1.3.0   New Features       05/26/03    JAH  ;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;This script handles the aircrafts behavior in flight  ;; ;;for server, client, and AI               ;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;Right now there is only support for single unit in   ;; ;;craft.                         ;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ~1 ;========================================================= ;Variables Passed ;========================================================= _obj      = _this Select 0 _doInit     = _this Select 1 ?((count _this)>2):_unit = _this Select 2 ;========================================================= ;Scripts - just change the path to run for another addon ;========================================================= _F18ScriptPath= "\Rad_F18\scripts\" _init     = _F18ScriptPath+"init.sqs" _wingctrl   = _F18ScriptPath+"wingctrl.sqs" _canopyctrl  = _F18ScriptPath+"canopyctrl.sqs" _gearctrl   = _F18ScriptPath+"gearctrl.sqs" _hookctrl   = _F18ScriptPath+"hookctrl.sqs" _aleronctrl  = _F18ScriptPath+"aleronctrl.sqs" _SBarrierSQS  = _F18ScriptPath+"breakSoundBarrier.sqs" _aiSpdAdjust  = _F18ScriptPath+"aiSpeedAdjust.sqs" _sysctrl    = _F18ScriptPath+"sysctrl.sqs" _cbumenuctrl  = _F18ScriptPath+"CBUMenuctrl.sqs" _ejectAction  = _F18ScriptPath+"ejectaction.sqs" _jammerctrl  = _F18ScriptPath+"jammer.sqs" ;========================================================= ;Initialize Global Variables ;========================================================= [_obj] exec _init ?(agvRADdebugAddon):player globalChat "Debug settings on" ?(_doInit and agvRADdebugAddon):player globalChat "Init Called" ?(!_doInit and agvRADdebugAddon):player globalChat "GetIn Called" ;========================================================= ;Set Wings and Alerons upon spawn ;========================================================= ?(_doInit):[_obj, true, true] exec _wingctrl ;========================================================= ;Initialize Local Variables ;========================================================= _soundbarrier   = true _wingCheck    = true _scream      = true _gearmove     = true _StallAlarm    = true _DAAlarmLvl0   = true _DAAlarmLvl1   = true _DAAlarmLvl2   = true _DAAlarmLvl3   = true _foldWingSpd   = 20 _sonicBmSpd    = 925 ;========================================================= ;Detect for Player(s) ;========================================================= #DetectPlayer _sldr_present=crew _obj _sldr_count  = count _sldr_present ?(_sldr_count >= 1):_Soldier  = _sldr_present select 0 ?(_sldr_count >= 1):[_obj,false] exec _canopyctrl; goto "InitializeComponents" [_obj,true] exec _canopyctrl goto "Exit" ;========================================================= ;Initialize Components ;========================================================= #InitializeComponents _i = 0 ?(!agvRADfoldwing):[_obj, true] exec _aleronctrl ?(agvRADfoldwing):[_obj, false] exec _aleronctrl goto "CheckIfFlying" ;========================================================= ;Determine if we started mission flying ;========================================================= #CheckIfFlying _pos = GetPos _obj _z = _pos select 2 ?(speed _obj >= 50):_wingCheck=false; [_obj, false] exec _gearctrl; goto "F18SetVelocity" ?(_z >= 50):goto "CheckIfFlying" goto "CheckUnitType" ;========================================================= ;If flying, set the correct speed ;========================================================= #F18SetVelocity _vel = velocity _obj _obj setVelocity [(_vel select 0) * 0.5,(_vel select 1) * 0.5,(_vel select 2) * 0.5] ?(agvRADdebugAddon):player globalChat format["Your Speed = %1",(speed _obj)] ;========================================================= ;Show Alerons ;========================================================= [_obj, true] exec _aleronctrl goto "CheckUnitType" ;========================================================= ;Unit Detected; Determine if AI, Player, Non Local ;========================================================= #CheckUnitType ?(agvRADdebugAddon):_Soldier globalChat "CheckUnitType" _isInObj=false; _isPlayer = false; _isLocal=false; _isDriver=false; _isGunner=false; _isCommander=false ?(_Soldier in _obj):_isInObj=true ?(Local _Soldier):_isLocal=true ?(_Soldier == player):_isPlayer=true ?((driver _obj)==_Soldier): _isDriver=true ?((gunner _obj)==_Soldier): _isGunner=true ?((commander _obj)==_Soldier): _isCommander=true ?(_isLocal and _isPlayer and _isDriver): goto "PlayerPilotInitialize" ?(_isLocal and !_isPlayer and _isDriver):goto "AIPilotInitialize" ?(_isLocal and _isPlayer and _isGunner): goto "PlayerGunnerInitialize" ?(_isLocal and !_isPlayer and _isGunner):goto "AIGunnerInitialize" ?(_isLocal and _isPlayer and _isCommander): goto "PlayerCmdrInitialize" ?(_isLocal and !_isPlayer and _isCommander):goto "AICmdrInitialize" ?(!_isLocal and !_isPlayer and _isDriver):goto "GlobalEventsInitialize" ?(!_isLocal):goto "Exit" ;========================================================= ;AI Pilot Message Loop ;========================================================= #AIPilotInitialize _F18GearFailToken= (name (driver _obj)) ?(agvRADdebugAddon):_Soldier globalChat "AIPilotMessageLoop" avgRADAIPilot  = avgRADAIPilot + [_Soldier] [_obj, _Soldier] exec _aiSpdAdjust [_obj, true] exec _jammerctrl #AIPilotMessageLoop _pos   = GetPos _obj _z    = _pos select 2 _aispeed = speed _obj ?(_aispeed < _foldWingSpd and !_wingCheck):_wingCheck=true ?(_wingCheck and _aispeed >= _foldWingSpd):_wingCheck=false; [_obj, false] exec _wingctrl ?(_aispeed >= 201 and _z>= 71 and _gearmove): [_obj, false] exec _gearctrl;[_obj, false] exec _hookctrl;_gearmove=false ?(_aispeed <= 200 and _z<= 70 and !_gearmove): [_obj, true] exec _gearctrl;[_obj, true] exec _hookctrl;_gearmove=true ?(_aispeed<_sonicBmSpd and !_soundbarrier):_soundbarrier=true ?((_aispeed>=_sonicBmSpd and _soundbarrier) and agvRADdebugAddon):_Soldier globalChat "AIMachSound!" ?(_aispeed>=_sonicBmSpd and _soundbarrier):[_obj, _SBarrierSQS] call {[_this select 0] exec (_this select 1)} ?(_aispeed>=_sonicBmSpd and _soundbarrier):_obj say "mach"; _soundbarrier=false ~.1 ?((_Soldier in _obj) and (alive _Soldier) and (alive _obj)):goto "AIPilotMessageLoop" #AIPilotDeconstructor avgRADAIPilot  = avgRADAIPilot - [_Soldier] avgRADGearFailList  = avgRADGearFailList - [_F18GearFailToken] goto "Reset" ;========================================================= ;Player Pilot Message Loop ;========================================================= #PlayerPilotInitialize ?(agvRADdebugAddon):_Soldier globalChat "PlayerPilotMessageLoop" _F18GearFailToken= (name (driver _obj)) [_obj] exec _cbumenuctrl [_obj, true] exec _jammerctrl _ejectActionID = _obj Addaction ["Eject",_ejectAction] #PlayerPilotMessageLoop _pos   = GetPos _obj _z    = _pos select 2 _pspeed = speed _obj ?(_pspeed < _foldWingSpd and !_wingCheck):_wingCheck=true ?(_wingCheck and _pspeed >= _foldWingSpd):_wingCheck=false; [_obj, false] exec _wingctrl ?(_pspeed>=125 and !_StallAlarm):_StallAlarm=true ?((_z >= 50) and (_pspeed < 125) and _StallAlarm):[_obj,0] exec _sysctrl;_StallAlarm=false ?(_pspeed<_sonicBmSpd and !_soundbarrier):_soundbarrier=true ?((_pspeed>=_sonicBmSpd and _soundbarrier) and agvRADdebugAddon):_Soldier globalChat "PMachSound!" ?(_pspeed>=_sonicBmSpd and _soundbarrier):[_obj, _SBarrierSQS] call {[_this select 0] exec (_this select 1)} ?(_pspeed>=_sonicBmSpd and _soundbarrier):_obj say "mach"; _soundbarrier=false ?((getDammage _obj>.10) and _DAAlarmLvl0):[_obj,2] exec _sysctrl; _DAAlarmLvl0=false ?((getDammage _obj>.40) and _DAAlarmLvl1):[_obj,3] exec _sysctrl; _DAAlarmLvl1=false ?((getDammage _obj>.60) and _DAAlarmLvl2):[_obj,4] exec _sysctrl; _DAAlarmLvl2=false ?((getDammage _obj>.75) and _DAAlarmLvl3):[_obj,5] exec _sysctrl; _DAAlarmLvl3=false ?((getDammage _obj> .80) and _scream):[_obj,6] exec _sysctrl; _scream=false ~.1 ?((_Soldier in _obj) and (alive _Soldier) and (alive _obj)):goto "PlayerPilotMessageLoop" #PlayerPilotDeconstructor _obj removeAction _ejectActionID avgRADGearFailList = avgRADGearFailList - [_F18GearFailToken] goto "Reset" ;========================================================= ;Player Gunner Message Loop ;========================================================= #PlayerGunnerInitialize ?(agvRADdebugAddon):_Soldier globalChat "PlayerGunnerMessageLoop" goto "Exit" ;========================================================= ;AI Gunner Message Loop ;========================================================= #AIGunnerInitialize ?(agvRADdebugAddon):_Soldier globalChat "AIGunnerMessageLoop" avgRADAIGunner  = avgRADAIGunner - [_Soldier] goto "Exit" ;========================================================= ;Player Commander Message Loop ;========================================================= #PlayerCmdrInitialize ?(agvRADdebugAddon):_Soldier globalChat "PlayerCmdrMessageLoop" goto "Exit" ;========================================================= ;AI Commander Message Loop ;========================================================= #AICmdrInitialize ?(agvRADdebugAddon):_Soldier globalChat "AICmdrMessageLoop" avgRADAICommander  = avgRADAICommander - [_Soldier] goto "Exit" ;========================================================= ;Global Message Loop ;========================================================= #GlobalEventsInitialize ?(agvRADdebugAddon):_Soldier globalChat "GlobalEventsInitialize" #GlobalEvents _gspeed = speed _obj ?(_gspeed<_sonicBmSpd and !_soundbarrier):_soundbarrier=true ?((_gspeed>=_sonicBmSpd and _soundbarrier) and agvRADdebugAddon):_Soldier globalChat "GMachSound!" ?(_gspeed>=_sonicBmSpd and _soundbarrier):[_obj, _SBarrierSQS] call {[_this select 0] exec (_this select 1)} ?(_gspeed>=_sonicBmSpd and _soundbarrier):_obj say "mach"; _soundbarrier=false [_obj, true, true] exec _aleronctrl ~.1 ?((_Soldier in _obj) and (alive _Soldier) and (alive _obj)):goto "GlobalEvents" ?(agvRADdebugAddon):_Soldier globalChat "Exit Global Sound" goto "Exit" ;========================================================= ;When the plane respawns or player exits, open the canopy ;========================================================= #Reset ?(agvRADdebugAddon):_Soldier globalChat "Reset" [_obj,true] exec _canopyctrl goto "DetectPlayer" #Exit ?(agvRADdebugAddon):_Soldier globalChat "Exit Manager" exit and a screenshot of the... ?(agvRADdebugAddon):player globalChat "Debug settings on" ?(_doInit and agvRADdebugAddon):player globalChat "Init Called" ?(!_doInit and agvRADdebugAddon):player globalChat "GetIn Called" Working on my machine (playing on pennys dedicated server)... As you can see "Getin" was executed (Note canopy closed at mission start). If you need more help, maybe show penny exactly what your trying to do (code) and he can figure it out. I really want you to fix your plane, really excited about it. Even more so after seeing the newest screens with those beautiful textures   Anyhoo. Its a problem Im sure can be fixed. I havnt seen a global variable that penny cant lick yet! Share this post Link to post Share on other sites
bn880 5 Posted June 19, 2003 Well I have been working on this night and day and so far this:Changing the fuel ran from an "init" event handler does not change the fuel on the clients,therefore no fuel eventhandler is activated for the clients in the game I don't know how you are doing your tests, but they seem to disagree with work I have already done and that is already available for download. The triggering of the fuel EH anywhere will get it triggered on all machines. Share this post Link to post Share on other sites
BraTTy 0 Posted June 19, 2003 Hmm, K i looked at your plane and tried it lan and the scripts are NOT executing globally,sorry I had to be the bad news bearer. Here is a pic from the clients machine,notice the plane in front of him (among all the other planes) Do not have their hidden selections drawn,because the scripts DON'T execute on these planes on a clients machine.I had to enter the plane that I was in and then the scripts ran Share this post Link to post Share on other sites
BraTTy 0 Posted June 19, 2003 Well I have been working on this night and day and so far this:Changing the fuel ran from an "init" event handler does not change the fuel on the clients,therefore no fuel eventhandler is activated for the clients in the game I don't know how you are doing your tests, but they seem to disagree with work I have already done and that is already available for download. The triggering of the fuel EH anywhere will get it triggered on all machines. The "Fuel" handler does run on all machines,but how are you triggering it? Changing the fuel from the "init" eventhandler does not appear to change the fuel on all machines and so globally the fuel handler isnt activating on all machines Share this post Link to post Share on other sites
Hudson 0 Posted June 19, 2003 You have to be in the plane to have the GETIN event triggered. Put AI in that plane before you start the mission and it will work just fine. Its GETIN were discussing here running client side. not init. INIT isnt going to do anything for you client side in MP on local or dedicated server. We just ran a similar mission on a local server this time and I dont see how you got that pic to look that way, take another pic and leave the menu in the pic and then I can see what version F18 your running or if the event handlers are even running... Share this post Link to post Share on other sites
Hudson 0 Posted June 19, 2003 Test you mission again bratty and this time add this to anythings init line in the editor... agvdebugCustomAddon=true Then take a pic just like the one you did before and leave the chat messages and menu in the pic. Put an AI in the forward plane and make sure your in the rear plane at mission start. It will work as it should. The F18 was designed as a MP addon. The majority of our testing for the addon was done in MP, both DS and local. So I know the plane handles on local servers There is a possiblity that you have karrillions old RTS3Beta5c.pbo in your addons folder and that addon is messing with the flaps. That is the only problem ever reported to me about the F18s scripting in MP. The following is a pic from penny and I a couple mins ago trying similar teast as you, local server thius time, using THIS F18 (version1) I can not reproduce the errors your having, maybe your using the wrong F18? Share this post Link to post Share on other sites
Pennywise 0 Posted June 19, 2003 Here is a fine working example. Â Im on Malden, I started the mission with pilot flying. Â Be sure to have 'agvdebugCustomAddon=true' in your init line in the mission editor. Â You will get this in your message box: Debug Messages: That script is executed "globally" too, from the config.cpp! Â Every Player will see some sort of debug message. Â We have tested this thouroughly. Share this post Link to post Share on other sites
BraTTy 0 Posted June 19, 2003 Hmm K, Sorry I don't have time to work on your plane, I have my own problems,lol. You think I doctored the pics or something.I was just showing that you have the same problem.The F18 I used is version 1 and both computers hardly have any addons installed.Thing is I have more hidden selections than your F18 and it looks funny. You even think that getin executes when you start in a vehicle,its not helping me at all to explain this to you. But animations work globally,your init line is moving your canopy.Instead of arguing.Take any other addon (not one loaded with scripts) And add this to the getin eventhandler getin ="[_this select 0] exec ""\iegf4u\getin.sqs"""; And then tell me that line executes when you start in the plane is all.But this isn't helping my problem.My next post here will be the solution. Share this post Link to post Share on other sites
bn880 5 Posted June 19, 2003 I don't know how you are doing your tests, but they seem to disagree with work I have already done and that is already available for download. The triggering of the fuel EH anywhere will get it triggered on all machines. The "Fuel" handler does run on all machines,but how are you triggering it? Changing the fuel from the "init" eventhandler does not appear to change the fuel on all machines and so globally the fuel handler isnt activating on all machines That's what I'm doing, I use the script run by the init EH to trigger off the fuel EH's on all machines. Feel free to dePBO the CoC_NS.PBO and have a look. Share this post Link to post Share on other sites
Hudson 0 Posted June 19, 2003 Hmm K, Sorry I don't have time to work on your plane, I have my own problems,lol.You think I doctored the pics or something.I was just showing that you have the same problem.The F18 I used is version 1 and both computers hardly have any addons installed.Thing is I have more hidden selections than your F18 and it looks funny. You even think that getin executes when you start in a vehicle,its not helping me at all to explain this to you. But animations work globally,your init line is moving your canopy.Instead of arguing.Take any other addon (not one loaded with scripts) And add this to the getin eventhandler getin ="[_this select 0] exec ""\iegf4u\getin.sqs"""; And then tell me that line executes when you start in the plane is all.But this isn't helping my problem.My next post here will be the solution. You obviously didnt read any of the code I posted or even cared to look at the pics. Even a two year old can read the text in the pic and see "GETIN" being called. Well since you want to be a little brat about it I will no longer try to help you. Your aircraft can remain broken for all I care now. We tried to give you the help you wanted. ANYONE can download the F18 and try your test. Local or dedicated, and will see NO problems like your reporting. Â Why you are being so big headded and stubborn on this issue I will never know. Its not that hard a problem to fix. The F18 works fine. Ask any of the hundreds of players using it nightly at karrillions server if you dont want my biased opinion. I never said you doctored any pics, your being an ass putting words in my mouth. I asked you to use a debug line that was added to the F18 for just this purpose. Your making assumptions just lost you the help that was gonna make your bird fly. Sorry about your luck. Quote[/b] ]You even think that getin executes when you start in a vehicle,its not helping me at all to explain this to you. Your a bugger eating moron if you think it dosent. Go ahead and remove the F18s init EH and repack the addon. GETIN STILL RUNS ON CLIENT!!!!! The only reason init kicks off messagemgr.sqs on the F18 is for server side checks later in the script. our INIT event isnt what we use to do the animation control. I really dont know how to make this more clear to you. The bottom line here is... Mine works, yours is broke. I beg anyone to please download the addon and try it out in your own test with a friend. You will not be able to reproduce any results close to what is shown in brats pic. I tried to help you bratty the best I could, giving you code that is proven to work in MP. Your evidently to stubborn to get it to work and are being to big an ass to accept help. So good day to you bratty and best of luck. Ill send you a fixed version of your aircraft after you release it. Share this post Link to post Share on other sites
bn880 5 Posted June 19, 2003 Ok let's relax here a little, in all the confusion we don't need to actually fight over OFP event handlers. Share this post Link to post Share on other sites
Pennywise 0 Posted June 19, 2003 Bratty, all you gotta do is look at the code man. Â Its posted above. Â Although the version posted is to the newer F18 thats addon compliant, hence the global debug variable is different. Â The 1.0 version still has the same kind of debug messages that output to the message box, using 'agvdebugCustomAddon'. Â I guarentee you that if you start that plane out flying in mission, you will see debug messages fly through your message box as you "start out flying". Â Try using the actions menus and more will popout. Â Sitting there and taking a screenie wont do it. Many ppl use this addon; its included in the RTS addon pack by Karrillion. Â LOL, there is nothing wrong with it. FYI, the "hidden" messages will "appear" by placing 'agvdebugCustomAddon=true' in the init line in the mission editor (for the 1.0 F18 addon by hudson and pennywise). Â Just look at the code above. Â Its a working example. Â No hard feelings dude. Â Really. Â I just know this stuff works. Â Its been working since before the release, which was like 4 months ago. Â Otherwise, all the many users would have let us know. Â Goodluck with your addon dude. BTW, bn880 is right. Â The whole purpose behind COCServer is moving data between clients. Â You have to have some way to establish a listener and apparently the fuel EH does the job. Â Download and try it. Share this post Link to post Share on other sites
BraTTy 0 Posted June 19, 2003 Yes instead of arguing why wont you just try what I said? Your plane has the same problem as mine.And I clearly showed you that.I also clearly showed you getin doesnt get called when you start in a vehicle. Share this post Link to post Share on other sites