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Thread: Switching SP script to MP

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  1. #1

    Switching SP script to MP

    I was hoping to get some help swapping some missions from SP to MP, but I need help re-doing some of the scripting I had.

    So far I have 3 major lines of script that I've been using that I am not sure if they will conflict with MP missions

    1: Join Player command
    I use this simple on activation line in triggers, but will it work if the original player is dead? Also, will this work with JIP scripts or is there something else I need to add? Can units still join player or do I have to assign a different group type?

    Code:
    [UNIT] joinsilent player
    2: BIS Play function

    Has anyone tried using the BIS Play/record function in multiplayer? They make it convenient for helicopter paths, but is there anything special I need to do or are they good to go?

    Code:
    Path1= [0, [####, #.......]];
    [Heli2, Path1] spawn BIS_fnc_UnitPlay;
    3: This script play's a sound through the entire mission (just some background gunfire sounds). It loops constantly, but I wasn't sure if this would cause a problem with JIP players.


    Code:
    while {true} do 
    {
    	playsound "c1";
    	sleep 124;
     	
    };

  2. #2
    1. Avoid using "player" in MP scripting if you are not certain what you are doing. You could replace it by picking the leader of the players's group, closest playableunit etc.

    2. I've seen it used on a chopper once on dedicated server and it seemed as the chopper was local to the server, it's position was constantly synced over the net so the ride was very choppy.

    3. Sound commands are local to each client so you don't need to worry about JIPing in this case.

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