The MOVEABLE LHD is brilliant. I'm sure that some clever people will be able to use the attachto command to make us walk around/land on/take off from the LHD in time.
But it looks superb so far ! Keep at it !
The MOVEABLE LHD is brilliant. I'm sure that some clever people will be able to use the attachto command to make us walk around/land on/take off from the LHD in time.
But it looks superb so far ! Keep at it !
Yes, I'm using the original script. I'm not using the editor-addon.
What's interesting, though, is it's always just "two" LHD's. Even when I have multiple people connecting to the dedicated server, it always looks like the first image. It's very difficult to try and pinpoint.
Well you could try wrapping the spawn script in if(isServer) and see what happens, if the "second" carrier still spawn. Otherwise I would guess there's something borked with the carrier pieces themselves.
The problem is I don't know if it's actually spawning a 2nd LHD, or not. I don't know what else it could be, though. All I know is when I host a mission, I don't get that "ghost" LHD, but when I toss the .pbo on a dedicated server, it's there.
I'll try the (IsServer) command, and see what happens. Thanks for the tip!
Hey guys I also seem to be getting the same issue on editor only one carrier is spawned the same when I host a mission however when the mission is put on a dedicated server there seems to be two carriers one on top of the other only very slight but definately there, to the point that any characters you place on the carrier at mission start all drop dead. Was wondering if you guys had managed to find a sove for the with the (IsServer) command in the script.
Don't suppose you could tell us how you made it server-side only so that clients don't require the addon?
Nevermind, it's simply a case of adding.
Thanks for the scripts!Code:if (isServer) then { _LHDspawn = _this select 0; _LHDdir = getdir _LHDspawn; _LHDspawnpoint = [getposasl _LHDspawn select 0, getposasl _LHDspawn select 1, 0]; deletevehicle _LHDspawn; _parts = [ "Land_LHD_house_1", "Land_LHD_house_2", "Land_LHD_elev_R", "Land_LHD_1", "Land_LHD_2", "Land_LHD_3", "Land_LHD_4", "Land_LHD_5", "Land_LHD_6" ]; { _dummy = _x createvehicle _LHDspawnpoint; _dummy setdir _LHDdir; _dummy setpos _LHDspawnpoint; } foreach _parts; };![]()
Last edited by Talyn; Aug 14 2009 at 18:16.
I'be neen using this script with very good effects. Great job. A small problem though...
If I populate the ship with units (setPOSASL +15.9 meters) the ship sometimes spawns too slow. Hence my units "collide" with the deck and end up dead or bouncing (static objects and helos). setPosing them to 16.1 seems to solve this issue. But if there's many players in an MP game I suppose the spawning will be reduced even further. Has someone found out a working and simple method to prevent this from happening? I have a few static obbjects that really need to be at exactly 15.9 meters.
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I encountered the same issue when creating a simple mission for MP.
Fortunately, I found a solution that works for players spawning and re-spawning on-deck and aircraft remaining stable. Unfortunately, it's still hit or miss if the AI end up in the middle of a bulkhead.
First of all, place an invisible landing pad named: LHD_Center
In the init of that unit place:
Then finally modify the CreateLHD.sqf so it's like this:Code:this setPosASL [getposASL this select 0, getposASL this select 1, 0]; res=[this]execVM"CreateLHD.sqf"
Credits go to Alexei Vostrikov for his implementation of the LHD in Carrier Domination.Code:if (isServer) then { _LHDspawn = _this select 0; _LHDdir = 270; _LHDspawnpoint = [getposasl LHD_Center select 0, getposasl LHD_Center select 1, 0]; _parts = [ "Land_LHD_house_1", "Land_LHD_house_2", "Land_LHD_elev_R", "Land_LHD_1", "Land_LHD_2", "Land_LHD_3", "Land_LHD_4", "Land_LHD_5", "Land_LHD_6" ]; { _dummy = _x createvehicle _LHDspawnpoint; _dummy setdir _LHDdir; _dummy setpos _LHDspawnpoint; } foreach _parts; };
I've got a small problem with using the LHD.
I have a light source located in the big cargo area below decks. Unfortunately it illuminates the upper (outdoor) surface as well. Is there some kind of clipping plane or script I could use to illuminate ONLY cargo bay area?
Thanks for any help!