View Full Version : New mission But People get kicked when starting
09-13-2005, 10:06 AM
I have been working on a new mission alternate history NY Harbor and had it working fine but went back and complete redid it cause I didn't like some of the thing and the way the stupid DD's just run ashore with out following the path I provided ..added mnes....lots of mines in a dense area, possibly my undoing? any way..when people try to connect they all get bumped off when it finally starts..I hate to redo the the whole thing I tried removing the mines..no luck..any help appreciate.
also I read int one of the tutorials that every thing needs a waypoint Even stationary land object?? is this even necessary even for a docked ship??
09-13-2005, 02:20 PM
Unfortunately yes, all platforms need a waypoint !! It's kind of
silly but its the way the game handles the info. Even mines need
a waypoint. Just create a straight line waypoint and give the
non-moving units a 0 speed. The editor is kinda touchy about
how the player sets it up so sometimes it's a trial & error sort
09-13-2005, 05:20 PM
Mines I can understand because other wise there would not be and field and also radius area but a stationary gun on land ??
any way I have made a waypoint an all objects since and even tried removing mines (" I had a very dense field protecting some ships from torpedos...torps can go over subnets" ) and a few aother things , so what will make it so ather players are kicked off when they connect to the game??thanks
09-14-2005, 04:49 PM
Are you trying to use your mission as multiplayer?
Or are the players getting kicked using just single mission by
09-14-2005, 07:43 PM
Its a MP Mission, I'm getting in OK but not the other players,
I don;t have problems with other MP games, and I have checked out everything making sure it is set as MP number of players Way-points on all objects Etc,
I'm thinking that possibly it was the mines but cause I have a dense field protecting some Docked ships so that torpedo's have about a 50 50 chance of either hitting a mine or hitting a ship, I would use a subnet but torps go Right over them.,
I tried to remove them but it still didn't work?
I wish there was a better way to protect them
if I lower the mines as you suggested in an other post will the torpedo's still hit them ?
I have since restarted the mission but I'm still having problem
for the help!!
09-14-2005, 08:41 PM
1 more thing I figures out is the the DD will take the straightest path to me coming in to the bay which happens to be LAND as because the bay is curved so I have to take a curve path to get in but the stupid DD's don;t see the land between me and them?
I thought that the AI was supposed to be smart enough to see things like DOCK, LAND, SUBNETS, ETC, the only thing I have seen them ovoid is other ships, I have tried setting them all to Elite but they are still Stupid?
09-15-2005, 03:42 PM
Main problem with MP is that every player has different mods
installed. Some will not effect MP but some will. I expect that
all players will have to be modded exactly the same to get the
MP to work properly. Can't help you more then that because
I have never created a MP game to test this out....
09-15-2005, 05:38 PM
Jim, just a thought, if you can add way-points to mines, can a single mine be made to look like it has broke loose it's mooring and drifting in the sea?
I know this did happen from time to time, it might be interesting if a ship struck a loose mine or worst still if the player sub hit it.
09-16-2005, 09:09 PM
Don't rightly know, Col. but when in doubt, EXPERIMENT !!!
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