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Author Topic: Parachuters - empty parachutes - Dedi Server  (Read 1388 times)

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Offline satexas69

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Parachuters - empty parachutes - Dedi Server
« on: 07 Mar 2007, 10:25:29 »
On our dedicated server, in my mission "FORT ROOSTER" - I have a setup where 5 waves of choppers come in with parachuters

Each UH60 is set to unload their parachuters via triggering a script - which works GREAT

The problem - every once in awhile, the parachuters eject and it looks like empty harnesses floating down, and then the parachuter ends up dead.

Other random times, most of the parachuters will land and die.

The UH60 chopper is set at a fixed flying height, over 150 - so it should be a height issue, and if it was, why the random results?

This happens on a Dedicated 1.05 server. Ideas?

Offline bedges

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Re: Parachuters - empty parachutes - Dedi Server
« Reply #1 on: 07 Mar 2007, 10:38:59 »
either there isn't a long enough pause between units ejecting, or it's the old flashpoint issue "feature".

generally a longer time between ejecting units solves this problem, but sometimes units will die anyway. nice to see BI have kept some of the quirkiness ;)

Offline Trash Can Man

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Re: Parachuters - empty parachutes - Dedi Server
« Reply #2 on: 07 Mar 2007, 18:14:45 »
When I use parachuting scripts, I give them  longer time between units. This works in keeping my team alive. However, when playing on my dedicated server I have noticed extra parachute for each person joining the server. For instance, if it's me and 1 other person...there will be 2 chutes per man. I'm still looking at ways to correct this. But for now, I suggest giving some space between chutes should get rid of your team dying.


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Offline hoz

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Re: Parachuters - empty parachutes - Dedi Server
« Reply #3 on: 08 Mar 2007, 19:46:15 »
Trash Can Man,

Make sure your eject script is only running on the server side. I've seen this before if the script is running on the server and on the client at the same time.

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Offline Trash Can Man

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Re: Parachuters - empty parachutes - Dedi Server
« Reply #4 on: 08 Mar 2007, 20:47:19 »
I'll change that....thanks for the tip...

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Offline satexas69

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Re: Parachuters - empty parachutes - Dedi Server
« Reply #5 on: 09 Mar 2007, 09:03:27 »
The delay wasn't my issue, but gamelogic was. Thanks to this thread, it's resolved.

Here's a modified version of the dismount.sqs I'm using to pefection - I believe Shark wrote it.

Code: [Select]
?! (local server): exit
~1

_Group = _this select 0
_Vehicle = _this select 1


_listunits = units _Group

_A = 0
_B = count _listunits
#KEEPSENDING
_listunits select _A action ["EJECT", _vehicle]
Unassignvehicle (_listunits select _A)
_A=_A+1
~.5
?_B >_A:goto "KEEPSENDING"
~.5
MoveNext = TRUE

Offline sharkattack

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Re: Parachuters - empty parachutes - Dedi Server
« Reply #6 on: 09 Apr 2007, 09:51:21 »
i seem to be having the same trouble with the script on dedi server only
i also noticed  a spare chute for every man ... even using the script above
im wandering if trash can still has problems ...

edit ...
typo in script was causing me probs ( script above is fine)
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