Jump to content

Sign in to follow this  
ManDay

How to make a group disembark

Recommended Posts

I tried absolutly evrything to develop a proper method to get potential players (MP / Unit playable) out of a hind which has been landed by 'hint land "GET OUT"'

NOTHING works right! onetime the group doesnt disembark when i tell it to, onetime the [...] whatever!

I am really pissed off!

Almost evry constellation or system of triggers or waypoints works fine when i try the mission in the editor - but AS SOON AS IT COMES TO PLAY THE MISSION AS MP - nothing works right no more!!!

help!

Share this post


Link to post
Share on other sites

Even if the helicopter lands and shuts down its engines - Playable units are JUST NOR GETTING out if i tell them!

Share this post


Link to post
Share on other sites

Goddamit that is really the sht!

you CANNOT order playable units to get out of an AI-flewn helicopter!

WTF?!

Share this post


Link to post
Share on other sites

easy when the helicopter touches down use an eject script on the units which are being played by the players and they will jump out. wink_o.gif

Use that brain of yours and you can accomplish anything tounge2.gifbiggrin_o.gif

Scrip that i use and tested that worked.

  [b said:
Quote[/b] ]

; usage

; [nameofgroup,nameofplane] exec "nameofscript.sqs"

_grp = _this select 0

_veh = _this select 1

_par = units _grp

_i = 0

_j = count _par

~(random 3)

#loo

unassignvehicle (_par select _i)

(_par select _i) action ["EJECT",_veh]

_i=_i+1

~.6

?_j>_i:goto "loo"

exit

Share this post


Link to post
Share on other sites

i know

furthermore: i dont want the actual player to leave the vehicle i want the ai-controled units to leave.

read the topic doode. it is not that simple. ill post you an example - holdon

Share this post


Link to post
Share on other sites

Dont use a GETOUT waypoint but a transport unload waypoint.

Share this post


Link to post
Share on other sites

I'll try - but i guess it wont work.

---edit---

No, that doesn't work at all. It's even worse than my trys. With 'Unload Transport' the Chopper doesn't even land.

Still: That hasn't been my problem at all! Did you download 'cantDisembark.Intro.pbo'?

There is nothing but a west-helicopter put on the map with 'Nothing' (not flying etc.) but 2 Units (You and a following soldier) moved into cargospace.

You cannot order your men/man to get out because there are two AI units in the helicopter.

If you are in an empty helicopter or the AI-pilot and gunner got out: It works.

Share this post


Link to post
Share on other sites

I finnally made it by forcing the pilots to disembark first and to get in after the group has disembarked - actually it should be a drop-off and now its a piece of crap happening ...

thank you bis banghead.gif

Share this post


Link to post
Share on other sites

Take a friggin' chill pill and watch your lang man...

Just because you can't figure it out, doesn't mean it aint possible...

Did you try an action EJECT?

It's working fine btw, just check Fierce Dogs mission by Lolsav...

Share this post


Link to post
Share on other sites

********** crazy_o.gifcrazy_o.gif

BIS you made a piece of crap! Now that gunner doesnt want to get back in into the chopper?!

What have you clever guys done so MP is completly different from SP and furthermore completly bugged mad_o.gifmad_o.gif ?

banghead.gifbanghead.gifbanghead.gifbanghead.gifbanghead.gif

I am tired of reloading the mission to the dedicated server, wait until arma load back up again just to see shit going on for the 50th time now !!!!

Share this post


Link to post
Share on other sites

sickboy, yes i tried evrything. EJECT also - but eject doesnt work for AI in multiplayer

PS: no, actually i know what i do and how to do it. I script that ofp-thing since OFP 1.0 and know how to deal with that several issues but this is one further that you cannot solve.

Share this post


Link to post
Share on other sites
  (ManDay @ Dec. 27 2006,12:20) said:
sickboy, yes i tried evrything. EJECT also - but eject doesnt work for AI in multiplayer

Like I said, Chill, and take a look at Fierce Dogs, it's working there for 2 choppers and 2 teams...

Share this post


Link to post
Share on other sites

Sry but: I dont care abit. I want it to work in my mission and if

unit1 action[ "eject",vehicle1 ] doesnt work i am sure some other mission wont help me wit that.

Just if YOU know how to solve it:

The group (grp_main = 7 playable units) is in a chopper (emp_easttrans) which is driven by a group with to units (pilot = east_pilots; gunner ? east_pilots_1) and hoovers above ground (emp_easttrans land "GET OUT").

A script is executed (serverside). what is in that script to make the units get out (to give the leader - if he is played by a player - the opportunity to make his men disembark)?

At least: Did you check cantDisembark.pbo in MP ?

Share this post


Link to post
Share on other sites
  (ManDay @ Dec. 27 2006,12:24) said:
Sry but: I dont care abit. I want it to work in my mission and if

unit1 action[ "eject",vehicle1 ] doesnt work i am sure some other mission wont help me wit that.

Fine, but because ur having a bad day or issues, you don't have to bother the rest of the world with them.

I'll say it once more... "it's working fine in that mission", i'm not really sure why you would conclude out of that sentence that it aint going to help you... because I just said it will....

Share this post


Link to post
Share on other sites

What happens if you make the Pilot and Gunner, members of your group?

Share this post


Link to post
Share on other sites
  (UNN @ Dec. 27 2006,12:30) said:
What happens if you make the Pilot and Gunner, members of your group?

Its not important as I dont want them to be members of my group.

Whatsoever I will guess it would work.

Play the cantDisembark.pbo in MP and you see the problem.

@sickboy: you donnot help me with that

Share this post


Link to post
Share on other sites
  (ManDay @ Dec. 27 2006,12:32) said:
@sickboy: you donnot help me with that

Ok, you really want me to lay it out for you right?

- Download the mission

- Check the mission

- See that it works

- Extract the mission

- Check how lolsav did it

- Implement it in your own mission

- Become a "happy camper"

Share this post


Link to post
Share on other sites

Would be helpful to have a link to the mission

Share this post


Link to post
Share on other sites
  (ManDay @ Dec. 27 2006,12:35) said:
Would be helpful to have a link to the mission

Yes it would, but since ur so demanding I decided you can look for it yourself, there is a search option in the forums, and it's probably on page 4 or 5 of the ArmA user missions forums. Goodluck!

Share this post


Link to post
Share on other sites
  [b said:
Quote[/b] ]Its not important as I dont want them to be members of my group.

Well, it was more a case of testing for locality. If it did work, then I would have suggested getting the AI pilot to issue the eject command for your AI. As everyone bar you, should be local to the server once they get in the AI's heli.

But it should be easy enough to get the gunner and pilot to join your group when you get in, and then remove them from your group once your AI are out.

Share this post


Link to post
Share on other sites

Fierce Dogs is not actually disembarking the units but is using a large (!wink_o.gif script instead which places the units manually. That is not acceptable if you can see what is going on. I will definitly not beam my units out like startrek.

Share this post


Link to post
Share on other sites
  (ManDay @ Dec. 27 2006,13:04) said:
Fierce Dogs is not actually disembarking the units but is using a large (!wink_o.gif script instead which places the units manually. That is not acceptable if you can see what is going on. I will definitly not beam my units out like startrek.

I nowhere see any part that is beaming ur soldiers out like in startrek, but ok...

The script is big mainly due to comment and features, and there are other ways how to implement it aswell... It shows that it's possible, if you don't want to implement it that way, then fine smile_o.gif

The problem btw in multiplayer ... is that the AI units in your group, if you are leader, are local to your computer and not to the server, as such it gives problems when ejecting them out of a chopper that is not local to you, especially when the script is ran on the server-only afaik... There are others ways to work around, but I would recommend being happy with what you got now; a solution, until more/easier etc. solutions come out, or get your head around it urself smile_o.gif

Scripting for multiplayer is always a bit problematic, or let's say you must concern urself with many many things and do the 'locallity dance' smile_o.gif

Furthermore you can report the problem at the BIS Community WIKI in the hope they will create workarounds for this problem themselves...

Being part of the solution is so much better than being part of the problem smile_o.gif

Share this post


Link to post
Share on other sites

Sickboy is right, i saw your problem, then i downloading Fierce Dogs and looked into it and saw the script it uses.. very nice and makes it work just how you want it.. i dont see anymore of a problem? tounge2.gif

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  

×