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Author: Subject: Helos Transporting Players
Bubbachuk
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[*] posted on 10-19-2007 at 08:23 AM
Helos Transporting Players


Here's a problem I can't figure out how to resolve.

I have a few COOP maps that are set up for Helos to transport players to the first objective. I use bots for pilots. I have a 60 second wait time between maps to allow all the players to get into the server before the helos start. I even have the bots outside and to the rear of the helo (Chinook) to get a few extra seconds for players to get to the helos. The start player locations are far enough back that the players can't beat the bot to the pilot's seat but have plenty of time to board the helos while it is winding up and then taking off.

Here's the problem . . .
If I am hosting and playing on the same computer, there is no problem.

If I am using a dedicated server, which is what I normally do, when the map starts the helos are already in the air and far away BUT I get the sound of the helo just starting to wind up.

I'm stumped!! Any help resolving this, if possible, would be greatly appreciated.




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opusrex
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[*] posted on 10-19-2007 at 05:00 PM
What r u using for the wac condition to send the pilot to the heli?


Just a guess here, but if the condition is set to happen before the start, then the 60 seconds may be assumed to have been part of the game time by the server an thus the location of the heli will be 60 seconds ahead of the sounds, which are handled locally.

(What I've discriped here is what is commenly refered to as lag and is a very big example of lag.)

Are you using If past()? for you conditional stament.




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perigrine falcon
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[*] posted on 10-20-2007 at 01:11 AM


adding to what opusrex said

When u host the timer starts when the game is loaded so when host/playing it works right

When players join by the time the map loads on their computer the timer was started when map loaded on host computer and therefore whatever amount of time it takes the players computer/connection to load is the amount of time that is past in the event or Wac.

Try reattaching AI and just add a bit more to the takeoff time or put in a trigger around helo that it wont start take off untill X amount of time after a player is within the area








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Xx_jet_xX
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[*] posted on 10-20-2007 at 05:52 AM


like perigrine said dont have the helo leave automaticaly but triggered by the player being in it.

now theres another problem and that is what happens if someone joins soon after the helo leaves with you in it? do they get to run all the way to the dropoff point? and at the dropoff point there needs to be a waypoint that cycles the start marker to it.




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Bubbachuk
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[*] posted on 10-20-2007 at 10:21 AM


Excellent suggestions from you all . . . Thanks.

As far as the late arriving player, I have a couple of small helos hidden in a barn that vaporizes exposing the helos when the Chinooks cross an area trigger near the first objective. I've also made the first objective pretty simple to get the first respawn point established.

Thanks again All!




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