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EddiePrice

Setpos Getpos in MP

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Hi guys,

I'm currently working on a couple of MP missions, both of which use a setpos getpos command that is vital to the progress of the mission. However, being ArmA MP, the results are highly unpredictable. Bit of an essay this one, but I'm sure this is a problem that occurs time and time again and one that I would like to solve once and for all.

The first mission is a Blackhawk down style of mission. I wanted a cinematic feel to the crash, so I made a Blackhawk "wreck" move to the position of where the actual Heli crashed. (Looking forward to ArmA2 where this won’t be necessary). Anyway, here is a snippet from the script:

~10
heliwreck setpos getpos heli
~1
deletevehicle heli

As you can see there's a delay so that the wreck is moved before the destroyed heli is deleted.

The problem here is that not everyone can see the heli wreck when it is eventually found. During a game a team of 5 was present and only 2 could see the wreck, not including the host.

The second mission is similar to Operation Lojack in that a certain unit is placed randomly, using toadlifes random location script from Lojack with the setpos getpos command. Here's a snippet:

hpt setpos (getpos gl1)

The problem is the same. The unit (hpt in this case) is in different places for each player in the game, and sometimes isn't at one of the 6 random places he could be.

So my question to the community is, as "setpos getpos" is far too unreliable for multiplayer ArmA, what is the alternative?

Thanks guys! :)

Safety

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For your second mission, if you're using predetermined random locations, you can always group the unit that's supposed to appear at a random location to invisible markers placed at those locations and the engine will place the unit randomly on one of them.

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Wow thanks for that mate, didn't know that one!

EDIT: Quick thought, some of the random locations are on certain floors in buildings, how can I go about this?

Edited by SafetyCatch

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