**BIS_fnc_planeEjectionFX** function is a part of the Arma 3 ejecting ability included into **core functionality** for in vanillaUPD: I update with all-in-one issues from comments to Ticket Desctiption
This function is executed on the **client side of the pilot**, used commands //createVehicleLocal// and //say3D// do not work correctly when this function is executed by MP playersIncorrect work of Jets DLC consists problems:
See YT video [[ https://youtu.be/oTQuJYS0VbM | how this designed in SP, and how it in MP ]]=BIS_fnc_planeEjectionFX `\a3\functions_f_jets\Functions\Ejection\fn_planeEjectionFX.sqf`
= 1 =
I tested on a dedicated server with two players. The player who was on the ground found problems in (//`a3\functions_f_jets\functions\ejection\fn_planeEjectionFX.sqf`//):
# 3D sound will not be trigger for other playersParticlescreation won't work on dedicated server
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say3D ejection sound not played on dedicated server
# Take a look at the this 3D sound maxDistance option from config (CfgSound→Plane_Fighter_01_ejection_ext_sound): **`maxDistance=1400`;** But say3D does not repeat these parameter when executed in a script i.e. the maxDistance parameter is auto reset to default - [[ https://community.bistudio.com/wiki/say3D | 100m (see BIKI) ]] value. So the audible distance will not be as designed= 3 =
say3D ejection sound have wrong parameter (//maxDistance//) please see **CfgSounds → Plane_Fighter_01_ejection_ext_sound** to see correct params needs to add on say3D execution
# Three particle effects `_fxLightSource`, `_fxSmokeTrailSource`, `_fxSmokeSource1` are creating by **local** comand, given that the script itself is executed on the pilot's client= 4 =
Please add a simulation of the speed of sound for ejection sound, no onethis will see these particlhave a positive effects on immersion
I can suggest the following solutions:= BIS_fnc_AircraftTailhook `\a3\functions_f_jets\Functions\Aircraft\fn_aircraftTailhook.sqf`
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two say3D wire sounds not played on dedicated server
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**1.1** Remote Execute the say3Dtwo say3D wire sounds have wrong parameters (//maxDistance// and //pitch//) please see **CfgSounds → Land_Carrier_01_wire_snap_sound** and **CfgSounds → Land_Carrier_01_wire_trap_sound** to see correct params needs to add on say3D execution
= BIS_fnc_Carrier01AnimateDeflectors `\a3\functions_f_jets\Functions\Aircraft\fn_aircraftTailhook.sqf`
**1.2** Write the parameters that the sound should have (they are in //CfgSounds// → //Plane_Fighter_01_ejection_ext_sound//)= 7 =
**1.3** Result (Line 53) → form `_ejectionSeat say3D _ejectionSoundExt;` to **`[_ejectionSeat, [_ejectionSoundExt, 1400, 1, false, 0]] remoteExec ["say3D"];`**two say3D deflector sounds not played on dedicated server
**2** the `createVehicleLocal` in particle effects code switch to **`createVehicle`** (Lines 59-71)= 8 =
two say3D deflector sounds have wrong parameter (//maxDistance//) please see **CfgSounds → Land_Carrier_01_blast_deflector_up_sound** and **CfgSounds → Land_Carrier_01_blast_deflector_down_sound** to see correct params needs to add on say3D execution
After these changes, the 3D sound will work= BIS_fnc_ejectionSeatRelease `\a3\functions_f_jets\functions\ejection\fn_ejectionseatrelease.sqf`
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After ejection player fly for some distance in the ejected seat, this 3D sound will be audible at the correct distance and particle effects will workbefore player will be auto move out, check this [[ https://youtu.be/0YN9Ar65Vow | YT video after changes in MP Dedi server ]]player able eject from ejected seat manually, on use it will insta kill player