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froggyluv

Teamswitch Question

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How do you enable teamswitch in your own missions? Is it by module or some other script?

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I hope multiplayer teamswitch has been fixed for arma2. There where some big problems in MP with trying to use teamswitch in ARMA1 as the unit must be local to your machine otherwise it will cause an ARMA CTD.

In saying that....perhaps teamswitch was only every really designed for SP. I tried making missions in MP with this feature (for non-group) members and was never completely successful.

The way that kind of worked was to set respawn to "base" for example, and have the non-group playable slots in an array that is called by script. You then join one of the elements of the array to your squad, selectplayer into him then kill your old guy and deletevehicle his body. This did some wierd things with their behavour though...like sometimes you would switch into them but not be able to control them.

Has anyone tested anything like this in arma2? By the sounds of it there would have been many other more significant issues for BI to deal with over a feature like this.....still would be nice to be able to use those features properly.

Thanks

Frosty

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Does this mean that the following is possible:

1. Select a rifleman in the multiplayer lobby (on dedicated server).

2. By script, add another unit, i.e. a sniper. Move him to players position.

3. Player takes control over the sniper and the original rifleman is deleted.

4. Will the new player controlled sniper still be affected by squad.xml?

5. What does the lobby now look like? I'm hoping the original is still not available.

If this is true, it will allow very good PR MOD like kit systems. Anyone care to test?

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How do you enable teamswitch in your own missions? Is it by module or some other script?

Reference : http://community.bistudio.com/wiki/Team_Switch

Many ways but heres how I do it for now :

1) Insert all units I want into editor and on each one I want to swap to I add in their initalization field: addSwitchableUnit this

2) On one of the units, or in a trigger (that goes off when mission starts) I add: enableTeamSwitch Enable;

Then ingame I press T to swap to another unit.

If you have a mechanized infantery squad and have enabled the vehicle for team switching then you can swap between the units within the vehicle like commander/gunner/driver etc.

My method dont take into account that when you swop to another unit your probably no longer "commander" of the units, but for me so far its been enough just to swop to squad leaders. And I tend to be battlefield commander, thus away from the trouble :-)

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Basically what I want to achieve is this: Ghillie Sniper is not available slot, only riflemen. As player progresses in the game new 'kits' become available to him. Getting this new 'kit' by script only (not T teamswitch menu), creates the Ghillie Sniper, switches player into the new one, and kills the old avatar for good.

Is this possible in multiplayer?

And, what happens in the lobby if the now Ghillie Sniper logs off? Does the slot show up as Ghillie Sniper or the original rifleman?

I want to be able via script only, for a player in multiplayer games, to change his outfit so to speak.

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Basically what I want to achieve is this: Ghillie Sniper is not available slot, only riflemen. As player progresses in the game new 'kits' become available to him. Getting this new 'kit' by script only (not T teamswitch menu), creates the Ghillie Sniper, switches player into the new one, and kills the old avatar for good.

Is this possible in multiplayer?

And, what happens in the lobby if the now Ghillie Sniper logs off? Does the slot show up as Ghillie Sniper or the original rifleman?

I want to be able via script only, for a player in multiplayer games, to change his outfit so to speak.

This is an theory thats not been tested but using the command " selectPlayer unit " could work, in SP mode atleast transfer players controls to the new unit id. Thus able to swap from rifleman to sniper or whatever. Also " selectNoPlayer " could be of interest to remove players options to move etc.

I suspect you must run that server side as client side would probably end up getting objects desynced and server would enforce position of player when he tries to move etc.

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