OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting Multiplayer => Topic started by: KeyCat on 30 Dec 2002, 10:42:23
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I've tested both Doolittle's and sans-pareil's arty scripts but none of them works correctly in MP...
Doolittle's works just fine for everyone in a MP game except that there seems to be a major miss-calculation somewhere in this script... Shells are missing by 1200+ m when fired at distant targets (tested on Ia Drang if it matters)??? Seems to work better on (very) close targets as in the demo mission...
sans-pareil's script seems to work only for the person calling/hosting, others do not see explosions etc. but this script do drop the shells within the given area....
Anyone have any pointers to another artillery script that also works correctly in multiplayer?
/Christer (a.k.a KeyCat)
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Yep ,
just go to ofpec and search for artillery scripts , i found 3 of them , found two that work for sure although i dont know the exact names , they are easy scripts and triggers that come with sample missions so you can just copy and paste the info for a quick solution :P
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It's easy now to get artillery to work in MP. A lot of the scripts use camCreate to make the artillery shells. Unfortunately, camCreate only works on one client machine, not all. Change camCreate to be createVehicle and then whatever createVehicle creates, ALL clients will see it. I believe 1.85 made this possible?
The reason my shells are inaccurate for far away is because I still can't calculate air drag. I am firing the shell from far away and it is actually travelling through the air. All other artillery scripts out there just create the shell above the target and let gravity do the rest, which is why they are so accurate.
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Doolittle
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I like to use FishionÂ's G_Arty script.
Works in MP and itÂ's easyly customizable.
Just used it in a Night-TDM to create random flare illumination.
Coyote @ rage
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I am working on an MP compatible arty-script.
http://www.ofpec.com/yabbse/index.php?board=27;action=display;threadid=6022;start=0;boardseen=1
it is still BETA, and has bugs in MP at the moment. I expect it will be FINAL by the end of next week.
It is accurate (because i don't bother with launching shells from miles away) and unrealistic when compared to doolittle's or Dinger's.
However, it is quick, easy, customisable, fairly goochy and reliable (or at least it will be).
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A question to the mentioned change of camcreate into createvehicle...if I try this I just get an error message saying "shellXX" is not a vehicle...or something similiar.
What am I doing wrong?
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Snypir, make sure that shooting from higher ground to lower and vice versa is included in the calculation, and you will be my hero.