Home   Help Search Login Register  

Author Topic: The main mission editor  (Read 3330 times)

0 Members and 1 Guest are viewing this topic.

Offline Ironman

  • Former Staff
  • ****
    • {GSF} Home Page
Re: The main mission editor
« Reply #15 on: 25 May 2008, 00:06:26 »
Ok, well I basically forced landed the chopper. So, it is working now but, I will keep you posted on the other stuff as soon as I am at my PC.....
TS3 IP: tor.zebgames.com:9992

Offline evilnate

  • Members
  • *
  • werd
Re: The main mission editor
« Reply #16 on: 16 Jun 2008, 01:39:45 »
Geez I didn't realize I still have a account here, yay for me!  :D

Regarding locality of MP, it's a real pain for me and I can give some detailed examples of how I do work-arounds and where I need help.

#1) I made a MP mission that has several objectives and when we all start together and start completing obj's, it checks off on everyone's briefing. If someone joins in progress, they don't see that some of the objectives have already been completed. My awesome scripting buddies said that I needed to included the "onPlayerConnected" even handler however it never worked out (I've even seen this on other missions). My solution for this problem was strange, but highly effective. I noticed that triggers that detected if someone was alive or dead would update for new comers, but if there was say.. a trigger that detected if a building was destroyed it wouldn't update. My solution was creating some civilians on a distant island off sahrani and have a obj trigger for that civ. Once the building was destroyed, it would setDammage for the civi to 1.0 and then that trigger would detect the absent civilian.

#2.) The problems that I am still having are getting AI to do what they do in SP. I understand that AI controlled "leaders" are controlled by the server unless a human assumes control of the AI group. Some examples would be.. AI flying A-10's and attacking a enemy base, in SP or in "preview", they would perform precisely how they should - in MP on a dedicated server with default skill levels they would do several fly-bys before attacking anything, and most often get shot down for their hesitance. In preview, the extraction helo would come in with a LOAD waypoint sync'd to playable group's GETIN waypoint and wait for everyone to join then take off as normal.. IN MP on a dedicated server the stupid AI help would just hover of the marker and eventualy get shot down or just fly off. I did some investigating to see what I was doing wrong and the boys that hang at the BI fourms directed me to the disclaimer when you try to view the MP lobby from the game "Multiplayer game experience may change".

Does anyone on these boards know why the AI do strange stuff on a dedicated server even though they are not commanded by human players?

Offline Spooner

  • Members
  • *
  • Mostly useless
    • Community Base Addons
Re: The main mission editor
« Reply #17 on: 16 Jun 2008, 13:38:23 »
#1: This issue has been fixed in ArmA 1.09. Before this, Jippers didn't get updated with any current building damage. Remember that onPlayerConnected/onPlayerDisonnected is only run on the server (and only in MP games), so you won't see the handler ever being run on your client PCs (or in the SP editor). Thus you need to manually communicate to the clients information about connections and disconnections.

#2: AI manipulation isn't my field. Sorry!
[Arma 2] CBA: Community Base Addons
[Arma 1] SPON Core (including links to my other scripts)