helling3r
Oct 13 2011, 06:01
Hello,
in my mission CO18Frontline/Chernarus (http://forums.bistudio.com/showthread.php?t=125889) i have some errors that do not appear in singleplayer, so i guess they are caused by some locality issues i do not get.
In the mission i try to separate things by triggers, to be able to debug them separately.
When the mission starts, some units are behind a sandbag line and their init tells them to sty kneeled. The leader is set to "enableAttack=false" so he does not issue engage-commands so the team members stay in place.
I want them to be freed once a certain condition is met, so the player as squad leader can use high command to move the teams around.
This is implemented by a trigger. The condition field has "variable1==true".
variable1 is set by another trigger once a town area is secured by BLUFOR which also sets a task to succeeded.
However, in multiplayer the trigger for freeing the teams does not fire, however the trigger for the town fires (task is set to completed).
What is the problem here? I thought that both is true:
- Editor placed units are local to the server unless a human player is in the team
- Triggers are present at all machines and fire independently there
-> leads me to the conclusion that variable1 should be local to each machine without the need to broadcast.
How can this be fixed?
in my mission CO18Frontline/Chernarus (http://forums.bistudio.com/showthread.php?t=125889) i have some errors that do not appear in singleplayer, so i guess they are caused by some locality issues i do not get.
In the mission i try to separate things by triggers, to be able to debug them separately.
When the mission starts, some units are behind a sandbag line and their init tells them to sty kneeled. The leader is set to "enableAttack=false" so he does not issue engage-commands so the team members stay in place.
I want them to be freed once a certain condition is met, so the player as squad leader can use high command to move the teams around.
This is implemented by a trigger. The condition field has "variable1==true".
variable1 is set by another trigger once a town area is secured by BLUFOR which also sets a task to succeeded.
However, in multiplayer the trigger for freeing the teams does not fire, however the trigger for the town fires (task is set to completed).
What is the problem here? I thought that both is true:
- Editor placed units are local to the server unless a human player is in the team
- Triggers are present at all machines and fire independently there
-> leads me to the conclusion that variable1 should be local to each machine without the need to broadcast.
How can this be fixed?