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Author Topic: Mando Hitching (ACCEPTED)  (Read 35063 times)

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Offline Rawhide

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Re: Mando Hitching (ACCEPTED)
« Reply #60 on: 06 Aug 2008, 16:48:51 »
Impressingly fast  :)
Thank you very much.


-Rawhide

Offline ckclaw

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Re: Mando Hitching (ACCEPTED)
« Reply #61 on: 07 Aug 2008, 17:02:43 »
Heya Mando,

I have all working in editor,but when testing on our server everything seems working,hud/action menu etc but it just wont pickup?
I mean action menu says it has cause it gives the option to drop cargo!

Any ideas?

Thanks

Offline CrazyAce

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Re: Mando Hitching (ACCEPTED)
« Reply #62 on: 08 Aug 2008, 07:03:03 »
I noticed that when in server I have to drop to the point where I'm nearly touching the object to hitch it, sometimes it takes a few trys to get it hitched.
« Last Edit: 08 Aug 2008, 10:01:31 by bedges »

Offline ckclaw

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Re: Mando Hitching (ACCEPTED)
« Reply #63 on: 08 Aug 2008, 22:21:23 »
Tried that Crazy.

I even get the icon of eg a landie to say i have it and the option to drop it but its just not there?  :confused:

Offline Mandoble

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Re: Mando Hitching (ACCEPTED)
« Reply #64 on: 08 Aug 2008, 23:22:52 »
Which thing are you trying to pickup? a vehicle? empty? any respawn script for empty or abandoned vehicle is working in the background? How are you executing the script itself?

Offline ViperMaul

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Re: Mando Hitching (ACCEPTED)
« Reply #65 on: 08 Aug 2008, 23:41:16 »
We have used it in MP on a dedi at http://www.arma-tow.com for the last 5 weeks. That has never happened to me. I have always had Hitch work in picking anything I configured it to pick up.

It makes me wonder how you are initializing the scripts.
Perhaps you can post some code or attach your mission.
« Last Edit: 08 Aug 2008, 23:43:23 by ViperMaul »
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Offline ckclaw

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Re: Mando Hitching (ACCEPTED)
« Reply #66 on: 09 Aug 2008, 07:35:39 »
From my init.sqf :-

mando_hitch_no_check_for_drop = true;
mando_hitch_types = ["LandVehicle","ship", "Air", "ReammoBox", "StaticWeapon"];
[12]execVM"mando_hitch\mando_hitch.sqf";
[["UH60MG","UH60","RAF_Chin47"]]execVM"mando_hitch\mando_add_hitch.sqf";
//[heli1]execVM"mando_hitch\mando_add_hitch.sqf";

Offline ViperMaul

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Re: Mando Hitching (ACCEPTED)
« Reply #67 on: 09 Aug 2008, 16:39:31 »
Look ok at first glance.
But I find problems faster through testing.

So two things:

  • Attach your mission here, so we can take a look at it.
  • Answer Mandoble's questions above that I did get the answer to... "Which thing are you trying to pickup? a vehicle? empty? any respawn script for empty or abandoned vehicle is working in the background?"
ViperMaul
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Offline ckclaw

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Re: Mando Hitching (ACCEPTED)
« Reply #68 on: 10 Aug 2008, 11:28:25 »
Hi,i've attached the mission
Like i sed it works fine in the editor and when i host a game!
Trying to pick up Landies,ammo boxes and artillery pieces!
Thanks Again  :)

Offline Mandoble

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Re: Mando Hitching (ACCEPTED)
« Reply #69 on: 10 Aug 2008, 11:56:26 »
You can try the following. Just create a simple mission with your hitching setup and some vehicles to hitch and try it in your server, if ths work, then might be something else is interfering the script. Anyway, expect a new hitching version today or tomorrow (Viper, with actions to activate/deactivate the hitching hud  :P ).

Offline Kremator

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Re: Mando Hitching (ACCEPTED)
« Reply #70 on: 10 Aug 2008, 12:02:31 »
Sweet !  I'm updating my Sabotage mission so much taht my clan mates think I'm a scripting guru (NOT !)  I'm just putting in your stuff Mandoble !

[TAO] Kremator

Offline CrazyAce

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Re: Mando Hitching (ACCEPTED)
« Reply #71 on: 10 Aug 2008, 13:16:55 »
... with actions to activate/deactivate the hitching hud  :P ).

That would be awsome, it can sometimes get in the way when ya don't want it at that moment.

Offline ViperMaul

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Re: Mando Hitching (ACCEPTED)
« Reply #72 on: 11 Aug 2008, 11:00:20 »
Hi,i've attached the mission
Like i sed it works fine in the editor and when i host a game!
Trying to pick up Landies,ammo boxes and artillery pieces!
Thanks Again  :)

I had to spend about 30 minutes removing all the addons that I didn't have to really work with your mission.
But after doing that. I have reproduced the problem. Doesn't work on the Dedi but it does work on local MP-Server.
Fascinating...

I will investigate for ya.

My natural first thought was you had some addons conflicting. But I don't have any in my test. In order to report a bug to Mandoble he likes me having a clean Arma (no addons/no mods).

My next thought was that I see you have Norrin's revive script initializing before the Mando Hitch. I don't see anything wrong with this at first glance but, it is the process of testing to comment it out. Guess what it worked.

So trying to find an order of initialization that works for ya. Or at least figure out what in Norrin's Revive Init settings conflicts.

bbl

« Last Edit: 11 Aug 2008, 11:12:50 by ViperMaul »
ViperMaul
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Offline ckclaw

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Re: Mando Hitching (ACCEPTED)
« Reply #73 on: 11 Aug 2008, 11:12:44 »
Thanks very much for your time and effort Viper  :good: :good:

Offline ViperMaul

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Re: Mando Hitching (ACCEPTED)
« Reply #74 on: 11 Aug 2008, 11:39:29 »
Ah it makes sense now.

You must be using a very old version of Norrin's revive script. He's got great stuff but you need to keep up-to-date.
Norrin's fixed a bug a long time ago that also is effecting all scripts running server side.

As you know init.sqf is run on both the server and the client.
Therefore in your script the following line is run.

Code: [Select]
waitUntil {player == player};
On the client side this is fine. But on a true dedicated server side there is no player so this will never be true. Any code below this line will not be run on the server and the Mando Hitch appears to require running on both the server not just the client.

Again Norrin and I talked about this last year and he fixed this already. Go get the latest version of Norrin's revive. 
Revive AI-disabled version x_1.49j

In the mean time if you want your Mando Hitch to work immediately move the appropriate init lines any where before this offending line shown above.


Mandoble,
Very much looking forward to the actions to activate/deactivate the hitching hud. Bravo!!
I hope this feature also finds its way into your other HUDs where it makes sense!!
« Last Edit: 11 Aug 2008, 11:41:30 by ViperMaul »
ViperMaul
Theatre of War (Co-Lead Dev)
ACE (Jr Project Manager)