Hell_Hound
12-01-2003, 10:24 PM
A bachelor's degree in digital logic design, and I can't make this work. Mayday!
Situation: In one of the 29th's gun camp scenarios, the blue player is in a Leopard on a hill. Red targets come out of hiding one after the other, and get blown up.
Red's 1-1/A, a blind M1A1, has a programmed route.
1-1/B, an impotent T-72, embarks when 1-1/A strength is < 1 member. That always works.
1-1/C, a blind M1A1, embarks when 1-1/B strength is < 1 member. That always works.
1/D, a platoon of three blind T-72s, embarks when 1-1/C strength is < 1 member. That always works.
1-1/E, a blind M1A1, is supposed to embark when 1/D strength is < 1 member.
1-1/E embarks correctly in single player, but not in multiplayer.
Any clue where this discrepancy is coming from? I've tried setting 1-1/E's embark condition to things like "1/D strength < 3 members" or even "1/D is under direct fire" but I can't get that bugger to move in multiplayer unless a Red player puts him on the route.
Another funny phenomenon: In single player, engagement times are computed properly for the shooter. In multiplayer there's always a "Penalty - no shots taken" message, even if 100% of enemy are destroyed.
I assume this is because the blind blue Leopards wandering about (you get penalized for fratting them) are considered players in MP mode - but even if they are, if the human player eventually shoots every target shouldn't there be a finite engagement time for the blue team?
Situation: In one of the 29th's gun camp scenarios, the blue player is in a Leopard on a hill. Red targets come out of hiding one after the other, and get blown up.
Red's 1-1/A, a blind M1A1, has a programmed route.
1-1/B, an impotent T-72, embarks when 1-1/A strength is < 1 member. That always works.
1-1/C, a blind M1A1, embarks when 1-1/B strength is < 1 member. That always works.
1/D, a platoon of three blind T-72s, embarks when 1-1/C strength is < 1 member. That always works.
1-1/E, a blind M1A1, is supposed to embark when 1/D strength is < 1 member.
1-1/E embarks correctly in single player, but not in multiplayer.
Any clue where this discrepancy is coming from? I've tried setting 1-1/E's embark condition to things like "1/D strength < 3 members" or even "1/D is under direct fire" but I can't get that bugger to move in multiplayer unless a Red player puts him on the route.
Another funny phenomenon: In single player, engagement times are computed properly for the shooter. In multiplayer there's always a "Penalty - no shots taken" message, even if 100% of enemy are destroyed.
I assume this is because the blind blue Leopards wandering about (you get penalized for fratting them) are considered players in MP mode - but even if they are, if the human player eventually shoots every target shouldn't there be a finite engagement time for the blue team?