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Thread: Blake's Sling Loading

  1. #21
    Staff Sergeant blakeace's Avatar
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    Quote Originally Posted by daikan View Post
    Any idea how this mod can be made MP compatible (e.g. running on dedicated server)?

    Currently it seems that server-side objects cannot be sling loaded (sling attaches but the object won't move).

    I suspect server objects have to be made local to the player's client upon attaching for this to work in an MP environment but I have no idea how this can be done.

    Great mod btw
    Setting up a little test server is one of those things still on my todo list. All of the sling loading stuff is new to me and I am just experimenting around with it all. So until I get around to setting up a server and doing some tests I can't answer your questions sorry.

  2. #22
    First a warning, I'm not a very good scripter at all. I wouldn't even know where to start in fixing this, but if the signs and symptoms will help then I have conducted a little MP test. Perhaps this might save Blake the trouble.

    So I had a play with the slingloading on a local server. Me hosting and a local PC joining. At my end it worked just like single player. However the load would remain wherever I detached it, even if that was 100ft in the air! Other users could not see the rope or the attached cargo, but the cargo would reappear for them when released.

    If joining the game, attach rope and sling object both work al la singleplayer. Other players cannot see the rope, however I, as host, could still see the attached load. The non host user was unable to move the box at all. The rope stretched and stretched.

    I think Daikan is right. The objects work for me (the server) but are un-influencable by anyone joining.

    As far as I can tell there are two things that need doing for this mod to work in MP.
    - Ropes and attached load need to be visible to all players
    - People who aren't the host need to be able to influence loads.

    Sounds simple to me but I fully appreciate that coding is never as simple as it seems to non-coders. Anyway if this information helps at all then great! I really appreciate the work done by you so please don't take this as a nag to make it work. Just thought I would try to help in any little way I could.

    Cheers Reg

  3. #23
    Staff Sergeant blakeace's Avatar
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    Quote Originally Posted by Codfish View Post
    First a warning, I'm not a very good scripter at all. I wouldn't even know where to start in fixing this, but if the signs and symptoms will help then I have conducted a little MP test. Perhaps this might save Blake the trouble.

    So I had a play with the slingloading on a local server. Me hosting and a local PC joining. At my end it worked just like single player. However the load would remain wherever I detached it, even if that was 100ft in the air! Other users could not see the rope or the attached cargo, but the cargo would reappear for them when released.

    If joining the game, attach rope and sling object both work al la singleplayer. Other players cannot see the rope, however I, as host, could still see the attached load. The non host user was unable to move the box at all. The rope stretched and stretched.

    I think Daikan is right. The objects work for me (the server) but are un-influencable by anyone joining.

    As far as I can tell there are two things that need doing for this mod to work in MP.
    - Ropes and attached load need to be visible to all players
    - People who aren't the host need to be able to influence loads.

    Sounds simple to me but I fully appreciate that coding is never as simple as it seems to non-coders. Anyway if this information helps at all then great! I really appreciate the work done by you so please don't take this as a nag to make it work. Just thought I would try to help in any little way I could.

    Cheers Reg
    Thanks Codfish, but I believe the rope simulation isn't MP compatiable. I haven't read anything in the change logs that imply they have. I read it but didn't think to post a reference to it here sorry.
    Quote Originally Posted by Zipper5 View Post
    Each of the new Scripted - Helicopters waypoints are a function that is simply called by the waypoint when it is completed, and the parameters of the waypoint are passed to the function. In the case of attaching and detaching slingloads, the functions involved are: BIS_fnc_wpSlingLoadAttach and BIS_fnc_wpSlingLoadDetach. You can also call all functions in a MP compatible format through use of the BIS_fnc_MP function.

    Unfortunately, rope simulation is currently not MP compatible. If it is a hosted server, the host will be the only one the system will work on. The rope and cargo will be invisible for the clients. It won't work at all on dedicated servers.

  4. #24
    That is a shame. Thanks for letting me know.

    I'm just speculating so once again please don't take this as any kind of nag.

    I remember some features of A.C.E Mod for Arma 2 having sling loads and even rappelling. Did you ever use it? But with all the infrastructure that makes A.C.E. Mod what it is, my pathetic mind cannot dechiper what would need to be 'appropriated'. (and of course permission would be attained) I fear A.C.E. has so many layers working together that it would probably require a severe overhall, well beyond my capabilities, to work with ToH.

    Again this is me speculating, is anyone from A.C.E in the ToH scene? It would be lovely to see some of these fantastic mods in an MP environment for ToH

    Thanks for the cool mods Blake and I'm looking forward to your Naval aviation.

  5. #25
    Quote Originally Posted by Codfish View Post
    That is a shame. Thanks for letting me know.

    I'm just speculating so once again please don't take this as any kind of nag.

    I remember some features of A.C.E Mod for Arma 2 having sling loads and even rappelling. Did you ever use it? But with all the infrastructure that makes A.C.E. Mod what it is, my pathetic mind cannot dechiper what would need to be 'appropriated'. (and of course permission would be attained) I fear A.C.E. has so many layers working together that it would probably require a severe overhall, well beyond my capabilities, to work with ToH.

    Again this is me speculating, is anyone from A.C.E in the ToH scene? It would be lovely to see some of these fantastic mods in an MP environment for ToH

    Thanks for the cool mods Blake and I'm looking forward to your Naval aviation.
    The other one to look at would be Norrin's MP Compatible Rope Script. I guess it depends where the compatibility issue lies - if it's just the function then it's probably fixable with a mod. If it's the underlying rope physics then it's not an easy fix! If I get some time I'll have a quick look at Norrin's script vs the BIS ToH function.
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  6. #26
    Regarding the bug earlier about the camera showing up in the suv. That actually sounds like it could make for awsome assault missions. Ie overhead surveillance. I would consider it a feature if you could turn it off/on. Though if it doesnt work in mp, it wouldnt really help. Something to think about for future missions.

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