Jump to content
Sign in to follow this  
daimyo21

Arma 2 OA not showing markers on dedicated server

Recommended Posts

OK so I bought Arma 2 and Arma 2 OA. I have been recently running a dedicated for the demo to give a new taste for people who havent bought the game.

I have respawns that work on a listen server via spawn "BASE" at the given markers.. The problem however is that the markers no longer show up on a DEDICATED SERVER. So when people die they respawn exactly where they died.

PLEAAAAAASE HELP, any info would be super appreciated. THANKS!

---------- Post added at 02:59 AM ---------- Previous post was at 02:25 AM ----------

OK so some more testing done and the AI respawns on the markers but they still dont show up on the map for me.. Players dont respawn on markers but only on their last death location.

I want to be able to see markers (if possible) but more importantly just being able to spawn on them,.

Edited by Daimyo21

Share this post


Link to post
Share on other sites

yea but its a networking issue... So Ive gotten the spawns to work properly by making the markers show up on player-join (or game logic present). And so the makers show up.. I can spawn, but the second someone else joins... they all just go into a corner of the map 1500 meters away.. so everyone spawns there and all the markers are layered in a corner... WTF

Share this post


Link to post
Share on other sites

to sync markers in mp just keep updating theirs position by setting it onjoin...

(i know it's workaround but works)

Share this post


Link to post
Share on other sites
to sync markers in mp just keep updating theirs position by setting it onjoin...

(i know it's workaround but works)

I did this, maybe not the proper way but I made triggers like so:

On present anyone:

_marker = createMarker ["respawn_east", position player ];

"respawn_east" setMarkerType "Warning";

"respawn_east" setMarkerSize [1, 1];

"respawn_east" setMarkerDir 0.93884;

"respawn_east" setMarkerText "";

"respawn_east" setMarkerColor "Colorblue";

"respawn_east" setMarkerPos getMarkerPos "respawn4";

So it shows up for first guy who loads

Whoever connects after the first initial loader, it messes it all up and puts the spawn points/markers in the bottom left of the map.

Further testing I managed to get the waypoints to stay permanently for those who loaded the map first all together adding those lines in an init.sqf. Anyone who joined late tho did not see any of the spawn points/markers and thus they spawned in place when killed.

I tried adding scripts to players, or evenhandlers on death to execute a marker.sqf with the same code as the init.sqf (since that was working).

Vehicle.sqf to respawn vehicles works fine through server but clients connecting still get the *missing vehicle.sqf message. THough since this is server side it doesnt matter.

When I run a listen server (without dedicated) all markers i placed in editor show up and I no longer have to create them through script/triggers. Of course the server lags tho cause its a shitty listen server so it defeatsthe purpose.

EDIT**************************

SO i went back and added the trigger to create markers on "anyone" present which basically means, when a player joins. This is the end result:

arma2oademo201009150205.th.png

Remember, im hosting this for the OA demo so scripts cannot be downloaded to clients.

heres mission: http://www.mediafire.com/file/ffa78ecnjlfl426/Team_BASE_CONQUEST.Desert_E.rar

Edited by Daimyo21

Share this post


Link to post
Share on other sites

bump solutions? can anyone figure this dilemma out? ive been working on way for past 2 days.

Share this post


Link to post
Share on other sites

You're spawning all the makers via init.sqf, before any sleep command has been issued so it's all happening before any players are actually in game. So your "position player" fails, and they end up at [0,0,0].

It's bizarre that you'd be dynamically spawning all those markers instead of just placing them in the editor though, why are you doing that?

Share this post


Link to post
Share on other sites
You're spawning all the makers via init.sqf, before any sleep command has been issued so it's all happening before any players are actually in game. So your "position player" fails, and they end up at [0,0,0].

It's bizarre that you'd be dynamically spawning all those markers instead of just placing them in the editor though, why are you doing that?

Ok so the demo for some reason doesnt show the markers in-game through dedicated servers. The AI will spawn at these markers if pre-placed in the editor but no player can see them or spawn at them.

If I run a listen server, all markers show up but listen servers blow and I have to be there to run them and lag with them.

I added to init.sqf because it actually works when people load up with the map. Late joiners however dont see the markers and when I had no init.sqf, I would have the triggers do the work of creating markers on "present" anyone or opfor/blufor. Its just so stupid that they dont load it without this trigger when the init.sqf had already.

Basically, if I just run triggers to create the markers on player joining. The 2nd player+ who joins, send all the markers in the bottom left. The first guy, np.. anyone after ruins it.

Whats createmarkerlocal vs createmarker?

Share this post


Link to post
Share on other sites

so far I got a loop that keeps telling the markers to go back to the position. since the loop is sort of slow I made 30 triggers to simulate every .1 of a second and so the markers are constantly flashing and if they miss a beat and the player spawns in the corner, I got a trigger kabum to blow them to smithereens

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×