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goliath86

Medevac Module

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First pass:

Folder in editor. Working as intended.

Second pass:

Compressed to pbo. Self-hosted (alone). Working (but only tested alone).

Third pass:

Compressed as pbo. Loaded onto dedicated (with two players).

Units present. Helo present. Crew present.

Call action availiable for ONLY slot #3.

Upon call, second helo spawns, bounces off first (crew sometimes bails if damaged).

Nine line heard by caller (#3)

Smoke spawn inventory caller (#3)

Helo reports to smoke and deploys crew.

Medic runs to squad leader (not caller #3).

All this appears pretty normal given the way you set up the test mission roles.

The only major bug seems to be the multiple appearance of the helos.

Looks like progress!

---------- Post added at 03:25 PM ---------- Previous post was at 03:17 PM ----------

All this appears pretty normal given the way you set up the test mission roles.

And by that I mean that there is a unit with a leader (and the medic runs to the leader).

I'm not sure why only the #3 slot is seeing the action.

Nor why there are multiple helos.

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First pass:

Folder in editor. Working as intended.

Second pass:

Compressed to pbo. Self-hosted (alone). Working (but only tested alone).

Third pass:

Compressed as pbo. Loaded onto dedicated (with two players).

Units present. Helo present. Crew present.

Call action availiable for ONLY slot #3.

Upon call, second helo spawns, bounces off first (crew sometimes bails if damaged).

Nine line heard by caller (#3)

Smoke spawn inventory caller (#3)

Helo reports to smoke and deploys crew.

Medic runs to squad leader (not caller #3).

All this appears pretty normal given the way you set up the test mission roles.

The only major bug seems to be the multiple appearance of the helos.

Looks like progress!

Thanks!!!

Yeah, I know the multiple spawn bug. It is simple to solve. The sounds is simple to make it broadcasted. The only thing that is disturbing me is that only player 3 get the Call action. I try to sort it out!!

Thanks again thirdup!!! ;)

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Glad to help.

Yeah, you might even leave the radio traffic to the caller. On a large server, not everyone may want to hear the chatter.

Great progress, though.

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Glad to help.

Yeah, you might even leave the radio traffic to the caller. On a large server, not everyone may want to hear the chatter.

Great progress, though.

I've figured out the "call action only to the last slot" and the multiple heli spawning..do you want to try it?:D

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You bet! Squad is in a mission right now, so I can't jump on the dedicated right this second. But I can get it all set up to test.

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You bet! Squad is in a mission right now, so I can't jump on the dedicated right this second. But I can get it all set up to test.

Excellent!!

Edited by goliath86

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cant tell right now about mp but when you make that menu with different options like i suggested before what about this?

XXX support:heli comes and lands.now 5 hot chicks get out of the heli and start dancing in front of you:P

just a idea:P you should really add some options for support^^ maybe everything in the radio menu......that would fix that bug with the "call medevac" option imediatly.....it gets really annoying during gameplay when you leave a vehicle and see that message directly in the middle.....

and it would be cool if you could add a special marker for on house landing or directly carrier landing.

cant wait to see it work:P

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First pass:

File folder in editor. All working as intended.

Second pass:

Compressed pbo on self-host. Appears all working as intended.

Third pass:

Compressed pbo on dedicated. Two players.

Call action is available from all three slots.

Still two helos (and two crews) appearing.

Only one player can call action - reports "medevac in use" to other (as expected).

Medic still reporting for duty to squad leader slot (as expected).

*Side note: I was also curious what would happen if I edited your mission so the three slots were not grouped (all slots playable as in Domination). Still got multiple helos (one for each player online).

Edited by Thirdup

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Thanks Thirdup!

I've solved the multiple spawning in MP games. Now the helo and other units will spawn only once ;)

If you want I have the 'new' version to test in MP environment ;)

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Thank you guys!!!

Edited by goliath86

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First pass:

File folder in editor. All working as intended.

Second pass:

Compressed pbo on self-host. Appears all working as intended.

Third pass:

Compressed pbo on dedicated.

Helo and crew present at spawn point.

Call action is available from all three slots.

Call action non-responsive (no execution).

-------------------

*I'm going to be out-of-pocket until late tonight, but if you put another build up I'll get it tested then.

Thanks for all your work on this!

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Thanks Thirdup!!!

So, multiple heli spawning is gone?? :D

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Will test again. Squad night. Server is busy now.

---------- Post added at 08:10 PM ---------- Previous post was at 07:41 PM ----------

On dedicated.

Multiple players logged in.

Only one medevac helo and crew present at spawn.

Call action available to all.

Not functioning (no activation).

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Will test again. Squad night. Server is busy now.

---------- Post added at 08:10 PM ---------- Previous post was at 07:41 PM ----------

On dedicated.

Multiple players logged in.

Only one medevac helo and crew present at spawn.

Call action available to all.

Not functioning (no activation).

Ok thanks Thirdup! ;)

It' only a problem of variables to broadcast to all players..next test version coming soon! ;)

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Thank you guys for supporting me :D

Edited by goliath86

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Here it is the new test version for MP tests.

Thank you guys for supporting me :D

DOWNLOAD TEST VERSION: MM_Module_MP.7z

So for us SP players, do we not need to DL? Is this a new version or simply something for MP players to test which will be integrated into a new version when stable?

Sorry, I'm just a bit slow this morning. ;)

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So for us SP players, do we not need to DL? Is this a new version or simply something for MP players to test which will be integrated into a new version when stable?

Sorry, I'm just a bit slow this morning. ;)

Simply a test version for MP games because I can't test it myself in a dedi server. All the changes will be implemented in the future stable version ;)

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Is it possible to make the medivac respawn if it get destroyed...

Yes, it is possible but before implementing some more features I want to make the MM multiplayer compatible.

After that I will try to add more and more features ;)

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Simply a test version for MP games because I can't test it myself in a dedi server. All the changes will be implemented in the future stable version ;)

Thanks for the info bud. That's what I figured.

I just got back from a 3 week hiatus so I'm looking forward to checking out the script version. Thanks for doing that!

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Yes, it is possible but before implementing some more features I want to make the MM multiplayer compatible.

After that I will try to add more and more features ;)

Ok no problem, it will be worth the wait :)

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First pass: File folder in editor.

15 second delay working. Seeing msg "medivac script ready" (when helo spawns). New?

Helo present. Crew present. Call available.

No radio traffic (nine line) heard at execution.

The rest appears to be working as intended.

*helo did appear to wait until after smoke was tossed to dustoff (could just be proximity, but not seen this before)

You might want to move the player units to the far end of field.

Second pass: Compressed pbo on self-host.

Same as above.

Third pass: Compressed pbo on dedicated. Two players.

15 second delay working.

Helo present. Crew present. Call available for all three slots. No popup msg "medivac script ready"

Radio traffic (nine line) heard ONLY by caller at execution.

*seeing strange behaviour

Sometimes caller will see helo spin up, other players just see it sitting there (not running). Once it only took off after "cancel medevac" had been executed (but over-shot and flew to unknown location). Other times it was totally unresponsive.

All players appear to have the call action. If one executes, others get "already in use" msg (as expected). A few minutes later "medevac now availabe" popup but then "already in use" if they try to call. Seems like things are a bit out of sync.

Could not see any really clear patern in errors. Seems to be a variation between what one player sees and the others.

Edited by Thirdup

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Thanks Thirdup!!! Yours reports are very very detailled for me!!! thank you so much!!

Edited by goliath86

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