Bon
Jun 11 2009, 20:00
Hi mates,
have some serious trouble issues with creating an MP-Mission for ArmA2,
In my Init.sqf I defined some arrays containing what should be placed in ammunition crates, and configured the (only) existing Construction Manager Module. Just take a look (simplified Init.sqf):
//definig global variables;
myMoney=500;
...
//defining WeaopnPool
myWeaponPool=[];
myMagazinePool=[];
Common_WeaponPool=[["m16a4",50],["m16a4_acg",30]];
Common_MagazinePool=[["30Rnd_556x45_Stanag",300],["30Rnd_556x45_G36",300]];
AT_WeaponPool=[["JAVELIN",30],["M136",50],["M4A1_RCO_GL",100]];
AT_MagazinePool=[["JAVELIN",100],["M136",200]];
Medic_WeaponPool=.....
...
WaitUntil{not isNull player};
//fill ammo crates
switch (typeOf player) do{
case "USMC_Soldier_LAT": {
MyWeaponPool=Common_WeaponPool+AT_WeaponPool;
MyMagazinePool=Common_MagazinePool+AT_MagazinePool;
};
case "USMC_Soldier_Medic": {...};
....
};
{AmmoCrate addWeaponCargo _x} foreach MyWeaponPool;
{AmmoCrate addMagazineCargo _x} foreach MyMagazinePool;
//configuring Constr. Interface
bis_coin_0 setvariable ["BIS_COIN_funds",["myMoney"]];
....
Ok, the idea is clear I think. Well, of course it works, running the preview out of the editor or playing as the host in MP.
But for everyone else who connects afterwards (what is actually everyone if hosted dedicatelly) the following issues arrive:
AmmoCrate contains all the particular weapons, dependend on which soldier class the player chose.
But: It is not possible to take them. Doubleclicking on the weapons in the "gear window" of the ammo crate doesn't take any effects.
Second problem is that the "bis_coin_0 setvariable"-stuff seems to be ignored.
I really would appreciate some suggestions, JIP and MP aspects in editing always causes me getting headaches.
have some serious trouble issues with creating an MP-Mission for ArmA2,
In my Init.sqf I defined some arrays containing what should be placed in ammunition crates, and configured the (only) existing Construction Manager Module. Just take a look (simplified Init.sqf):
//definig global variables;
myMoney=500;
...
//defining WeaopnPool
myWeaponPool=[];
myMagazinePool=[];
Common_WeaponPool=[["m16a4",50],["m16a4_acg",30]];
Common_MagazinePool=[["30Rnd_556x45_Stanag",300],["30Rnd_556x45_G36",300]];
AT_WeaponPool=[["JAVELIN",30],["M136",50],["M4A1_RCO_GL",100]];
AT_MagazinePool=[["JAVELIN",100],["M136",200]];
Medic_WeaponPool=.....
...
WaitUntil{not isNull player};
//fill ammo crates
switch (typeOf player) do{
case "USMC_Soldier_LAT": {
MyWeaponPool=Common_WeaponPool+AT_WeaponPool;
MyMagazinePool=Common_MagazinePool+AT_MagazinePool;
};
case "USMC_Soldier_Medic": {...};
....
};
{AmmoCrate addWeaponCargo _x} foreach MyWeaponPool;
{AmmoCrate addMagazineCargo _x} foreach MyMagazinePool;
//configuring Constr. Interface
bis_coin_0 setvariable ["BIS_COIN_funds",["myMoney"]];
....
Ok, the idea is clear I think. Well, of course it works, running the preview out of the editor or playing as the host in MP.
But for everyone else who connects afterwards (what is actually everyone if hosted dedicatelly) the following issues arrive:
AmmoCrate contains all the particular weapons, dependend on which soldier class the player chose.
But: It is not possible to take them. Doubleclicking on the weapons in the "gear window" of the ammo crate doesn't take any effects.
Second problem is that the "bis_coin_0 setvariable"-stuff seems to be ignored.
I really would appreciate some suggestions, JIP and MP aspects in editing always causes me getting headaches.