Hudson 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. Bratty your the only person in 3 and a half months to mention this problem. Stop saying that the F18 dosent work. Nobody has ever reported this before. If it were an MP problem then it would be very well known and anyone could confirm your findings. Its not broke, yours is, we gave you the code to fix it. Its up to you weather or not you want your addon to preform in MP. We are not the ones starting "Cpp exec global script" threads asking for help here, you are. We dont need the help because ours works, anyone that has used it in MP should sit there and wonder what you did to get those results in your pic. Send me you broken addon and I guarantee Ill have it working in less time than we have been sitting bitching weather or not "Getin" execs. If you would just use the damn code you would see it works. Share this post Link to post Share on other sites
Hudson 0 Posted June 19, 2003 Better yet join my local server and I will prove to you that your eating buggers. IP is 67.162.190.157 anyone wanting to join is welcome, come see the amazing non dissapearing aileron textures and watch the scripts ALL exec localy on your machine, be sure to get THE CORRECT ADDON! before you join though... Share this post Link to post Share on other sites
Pennywise 0 Posted June 20, 2003 Bratty, I'll give you one last piece of info to ponder. Â Your initial test still did not prove anything. Â We were specifically talking about starting the plane flying while occupied. Â your Just trying to bark at the first thing you see wrong, which I have never seen the alerons disappear in any of my missions. Quote[/b] ]I was responding to Bratty. Â He claims the 'GetIn' event handler does not get called when you start a plane out flying, which I did get a change to test and it works fine. Â You tested the F18 sitting on the ground doing nothing. Â What do you expect to happen? Â The gear go up? Â Not on the ground. Â Why are you so afraid to try it out? Â It doesnt take but a second. Â You dont even need debugging on. Â Just keep this in mind, when you start the mission while in the plane and your in it, tell me how that loud "Boom!" is getting executed. Â Zoom out and watch the air pressure build up around the plane. Â Watch the gear fold up too. Â Just keep that in mind. Â We'll all agree its not coming from the 'init'. Â Theres your proof and there is no denying that! Â Peace. Share this post Link to post Share on other sites
BraTTy 0 Posted June 20, 2003 LOL, I'm not saying anything, but you are so wrong.Your plane has same problem that I am trying to fix on mine lol ,lol, you will be so embarrased when you realize Share this post Link to post Share on other sites
Hudson 0 Posted June 20, 2003 LOL, I'm not saying anything, but you are so wrong.Your plane has same problem that I am trying to fix on minelol ,lol, you will be so embarrased when you realize And what problem is this brat? What have you donr to it that nobody else can seem to do? Share this post Link to post Share on other sites
BraTTy 0 Posted June 20, 2003 LOL even nasty pvt messages.I will settle this like an adult here and now.Appears I have no choice ,but I have to explain. First of all I didn't start this post and I was trying to help by figuring out a global way to execute a script from within an addon,because I also need to do this (so don't you) I try not to offend,your jet is most excellent and you know I like to help.Your plane along with mine makes use of "hidden selections" I have like 39 of them at last count.I need to find a way to execute a script globally to texture some of these hidden selections at startup. We know "init" runs from server and thats how I was doing it.And works fine for single player.However I fire up a lan game and look from the clients machine and the selections are still hidden.When I get my manager script to run from the client side ,it works then ,so nothing is wrong with the scripts. I can attach the script to other eventhandlers and get it to run then (by engine,getin,getout etc..) But not at startup I have tried the fuel eventhandler many times and of course ,running a script automatically from server side isn't changing the fuel on all machines.I am to assume that bn880 is making it work by creating global variables within the game and broadcasting them.Thats an approach I am trying not to use yet.Which gets me to another thing. Your plane is closing the canopy by itself when a pilot is in it because of your init and global variables you are using ,because I am testing this like crazy and I tell you getin does not activate when you start the game with a player in it.If thats the case I could attach my script to getin and getout handler and it would run whether a soldier is in it or not.It won't. The way I checked your plane is the same way I check mine.I made quick mission that starts with 5 empty planes and 2 soldiers not in any vehicle. Now when you look at the planes from the server ,everything is fine (init eventhandler) But from the clients side ,none of the planes has their hidden selections drawn because no script has ran yet,now when the client gets in  a plane,the script runs and everythings ok on that plane (but like the pic, I showed you other planes don"t) Now this is ok for you as you only have the little flaps that I see and the script will eventually get ran ,but I have quite  a few parts including most of my gear that doesnt get textured . I will fix my problem , help is nice as I may resort to making some global variables,but to be honest,I want many of these planes at the same time and I would just like to find a way to run a script globally thats internal and not dependant on any network services or what have you. But trust me,I am testing these things now and what I tell you is true.I have tried quite a bit of different stuff and still am And on another note,its possible things work differently on a dedicated server? Nevertheless I need this to work on a lan type game. Share this post Link to post Share on other sites
Hudson 0 Posted June 20, 2003 Your so beyond help bratty, Id wish you good luck but im afraid it will be wasted. Share this post Link to post Share on other sites
Pennywise 0 Posted June 20, 2003 You wouldn't know; You never started the plane out flying in the mission or tried any of the suggestions I mentioned in thread.  Your not even trying to.  I dont even know why I am wasting my time with you.  Quotes like this show you dont know whats going on in my code: Quote[/b] ]Your plane is closing the canopy by itself when a pilot is in it because of your init and global variables you are using Believe me, there is much more going on than that.  You cant even explain the sonic boom or the gear raising when a player starts out flying in the F18.  Or why this is required if you start the plane out flying: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;========================================================= ;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" FYI, there are no global variable in my canopy script, it uses local variables: <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  ;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;========================================================= ;Variables Passed ;========================================================= _obj   = _this select 0 _status = _this select 1 ;========================================================= ;Setup sounds/animations ;========================================================= _sound   = "canopySnd" _canopyAnim= "CanopyAnim" ;========================================================= ;Process ;========================================================= _sldr_present = crew _obj _Pilot     = _sldr_present select 0 ?(_canopyAnim!="" and _obj animationPhase _canopyAnim > 0.5 and _status):goto "Exit" ?(_sound!=""):_obj say _sound ?(_status):goto "openCanopy" ?(_canopyAnim!=""):_obj animate [_canopyAnim,0] _obj lock true exit #openCanopy ?(_canopyAnim!=""):_obj animate [_canopyAnim,1] _obj lock false #Exit exit You cant possibly know until you start the plane out flying with the debug messages on.  Please dont make up comments about my code if you dont bother looking at it.  The only global variable you will see in my wing, gear, and canopy scripts is the one that turns on "DEBUG MESSAGES" ('agvdebugCustomAddon=true'). I just think its important that the OFP community knows the truth.  I dont have to send nasty messages to tell you that; I am an adult and I have no problem debating this with you.  This was all done four months ago; Its been working fine for all that time.  I have a home network too; its been tested Local, Hosted, and Dedicate with clients connected.  Its not a problem.  Peace. Share this post Link to post Share on other sites
BraTTy 0 Posted June 20, 2003 Your init line is running from the server ,and checking for a player in the plane and running animations from there.Animations ran from server will run global. Your messagemgrsqs is whats being called and from there an init.sqs ;========================================================= ;Initialize Global Variables ;========================================================= ?(_doInit):[_obj, _wingctrl] exec _init and your canopycntrl.sqs is also called from there among some other things (your sonic boom) I have looked at your scripts and I have tried the plane flying and only checked for a bit ,because I saw that it exhibited the same problem as mine and there is no fix there. We all know that animations execute global, we all know that once you enter a vehicle its local,so by starting the game with a soldier in it that plane is local , that doesn't help the remaining vehicles that are empty . I showed whats up,even a pic and you still don't believe me. You think something is wrong with my machines or something. And you still think getin executes when you start the game with a player in it. You claim your the mp guru, so explain to Jacobbaby how you claim you are running your scripts globally? Because he is the one started this topic and was asking for an answer.Your not using the fuel event for a vehicle and this would be of interest to him. Thing is...your not running the scripts globally,otherwise those hidden selections would get drawn on the machines that are empty on the clients. There is nothing wrong with your plane,it has the same problem we all do and anyone that has hidden selections on their soldier or vehicle and needs to texture them at startup. And your not helping here at all Share this post Link to post Share on other sites
Pennywise 0 Posted June 20, 2003 Quote[/b] ]and your canopycntrl.sqs is also called from there among some other things (your sonic boom) The sonic boom gets called from the getin event because the scripts run globally. Â The command 'say' is not a globally executed command. Â If you start the plane out flying, you wil hear the sonic boom and thats enough proof as it is. There is nothing wrong with the F18 or its hidden selections. Â They display fine. Â Maybe there is something wrong with your test. Â I have no clue what your doing with it. Â I have already proven that with multiple screenshots including debugging installed. Â None of the things your saying are consistant with what other players say that actually use the addon. Â The fuel event is a useable alternative to getting scripts to execute globally. Â COCServer is a fine working example of this. Â Anyways, Im done with this thread. Share this post Link to post Share on other sites
BraTTy 0 Posted June 20, 2003 If your start the plane out flying...its local to you,geez.I didn't wanna sit here and explain the basics of eventhandlers and global to you.Please tell the Bas team how you are running scripts globally then genius.Apparantly your F18 is so advanced they can't see how you are doing it (cause your not!!!!!) Anyone that plays with eventhandlers and sees that getin doesnt execute when you are already in and will understand your just been talking crap. Why didn't you just try what I said? Take all your other eventhandlers out and use just the getin and start your plane out flying and you will see that I have been 100% correct in what I have been telling you.This is not something I tested months ago.This is something I been testing now. I am done with this thread too, you ruined it.Just wasting peoples time is all. Share this post Link to post Share on other sites
BraTTy 0 Posted June 20, 2003 On another note I have had some success activating my gear event : _plane action ["Gear Land",_plane] Possiblility to make local players activate scripts on their end (without them doing it or their knowledge). But I am encountering lockups running my manager scripts from the gear event and hasn't been tested multiplayer.But thats where I am at.There is hope Actually its more like this: player action ["Land Gear", _plane] get what I mean? Share this post Link to post Share on other sites
Hudson 0 Posted June 20, 2003 Make me laugh harder bratty. Mine works, your is broke. Use the code! Stop making excuses for your inability to code properly. Share this post Link to post Share on other sites
Hudson 0 Posted June 20, 2003 soldier1 setFuel 1 LMAO! And in my opinion BAS is not the do all be all gods of scripting, they are good but Rasta at DKM is much more advanced in my opinion. There are alot better scripters out there then those working on BAS addons. Share this post Link to post Share on other sites
BraTTy 0 Posted June 20, 2003 ?? NOBODY has the solution for this !! You need a ban after calling me bugger picker and such,you are doing nothing in this topic but slamming people. I would give some input on your plane on some of the other things wrong,but you don't take critisism well. I have my own stuff to worry about and I hope to release it bug free. Or I could just sit here like you and claim its perfect Share this post Link to post Share on other sites
Hudson 0 Posted June 20, 2003 ??NOBODY has the solution for this !! We gave you the solution. There are actually a few addons out there bratty that run scripts global. You just being to bigheaded to look at the way its done, or maybe you just cant figure it out. Quote[/b] ]You need a ban after calling me bugger picker and such,you are doing nothing in this topic but slamming people. Who am I slamming? I called you a bugger eating moron. Your not people, your a person. I tried being nice untill you started trying to make crap ass comments about some bug that still to date only YOU have noticed on your setup. Quote[/b] ]I would give some input on your plane on some of the other things wrong,but you don't take critisism well. I have my own stuff to worry about and I hope to release it bug free. Or I could just sit here like you and claim its perfect LMAO who said it was perfect, I said your talking crap about it not running everything its supposed local in MP. I know it has problems. Why do you think were releasing a v1.2? You need to grow up and learn to accept help when its offered to you bratty, your name says it all. You get a bighead thinking you know it all when if fact your running around these forums still trying to learn O2 an BASIC cpp/code skills. Th Share this post Link to post Share on other sites
BraTTy 0 Posted June 20, 2003 We gave you the solution. There are actually a few addons out there bratty that run scripts global. You just being to bigheaded to look at the way its done, or maybe you just cant figure it out. LOL you don't have the solution and your plane has the same problem. OMG grow up. Share this post Link to post Share on other sites
Hudson 0 Posted June 20, 2003 I thought we were done here bratty? PM arnt good enuf? need to waste more harddrive space? Still waitng for you to show me your so called bug in MP. Share this post Link to post Share on other sites
bn880 5 Posted June 20, 2003 Instead of having a huge fight... Bratty, why don't you simply make a step by step description on how to test the F18 for the bug you mention. The shortest possible test, but fully described. You people wouldn't be fighting if you went about this in a slightly more "scientific" manner. (not trying to sound like a snob, but it's true) Share this post Link to post Share on other sites
Hudson 0 Posted June 20, 2003 That wont work, he cant even show me in MP game. How can I trust his test if he wont even show me myself? You know you could just end this right now by downloading the F18 trying it with a friend in MP on local or dedicated server. use the agvdebugcustomaddon=true in an init and watch all the scripts run local on your machine. Then if thats not good enuf dePbo it and look at the scripting, its all commented for easy reading. It works. Its worked for 4 months and now all the sudden bratty seems to have a bug that only runs on his system for some strange reason. Share this post Link to post Share on other sites
BraTTy 0 Posted June 21, 2003 The way I checked your plane is the same way I check mine.I made quick mission that starts with 5 empty planes and 2 soldiers not in any vehicle.Now when you look at the planes from the server ,everything is fine (init eventhandler) But from the clients side ,none of the planes has their hidden selections drawn because no script has ran yet,now when the client gets in  a plane,the script runs and everythings ok on that plane (but like the pic, I showed you other planes don"t) Step by step? Like this from messages ago.That is how I checked for the problem Share this post Link to post Share on other sites
SelectThis 0 Posted June 22, 2003 Quote[/b] ]And in my opinion BAS is not the do all be all gods of scripting, they are good but Rasta at DKM is much more advanced in my opinion. There are alot better scripters out there then those working on BAS addons. Hudson...I don't think anyone from BAS has ever said they are the best.. in fact this topic is started by a BAS scripter looking for help...why the attitude? SelectThis Share this post Link to post Share on other sites
BraTTy 0 Posted June 22, 2003 You became the best by doing your best.I don't compare people like that and it doesn't matter to me as each has their own unique skills,mine are mostly mechanical and I do have a good understanding on how things work.Dont let it get to you STT that statemant came from a pesron that doesnt even know how to do landing gear. My current status of this running a client script problem: I am getting very discouraged at some of OFPs limitations...Appears the mission maker has most control in a mp game and the only way I can see so far is using a trigger.I may have to include a trigger that a mp mission maker would have to insert. Could also initilizing all the planes for a client when at least one gets used by them,but that wouldnt help the visuals for the enemy I also notice useractions are NOT global,animations are but the scripts aren't. Getting very discouraged.......!! Share this post Link to post Share on other sites
BraTTy 0 Posted June 24, 2003 K I have SUCCESS!! I didn't use a trigger and the best way I have is by calling my manager script from the init line (only needed for mp) Unless someone has a better solution? If the "init" eventhandler were called from every computer I wouldnt have to even do the init line. But anyways, it all tests out good now ,just tweaking stuff and plane will be done soon.I have days into this and ended up doing an init line which is not really want I wanted.But I am happy with the results Share this post Link to post Share on other sites
whisperFFW06 0 Posted July 4, 2003 Hmmm... Little question to experts, to continue on Bratty's init line idea : would an init line from a "createdUnit" be called on every computer? Like : in the init EH of your addon vehicle, call createUnit on anything, like for example SoldierWB, adding to the init line : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"SoldierWB" createUnit [[0,0,0], group _veh, {[] exec "myScriptExecutedEverywhere.sqs", MYTAGDummy=this}]; deleteVehicle MYTAGDummy Where _veh is the _this select 0 from init EH. Whis' Share this post Link to post Share on other sites