JAP 2 Posted June 26, 2002 Hey all, I ve made a few missions now all co op and i have some probs. I m having problem with triggers not working right when playing online but working perfect when i test them alone. I have one trigger with a camera in the beginning of the mission and only the host sees it right. Also same mission you insert with a boat, i made it so that due to a few triggers the boat nicely stops at beach ( because its a little steep hill, so it needs to be still to disembark without casualties ). When i play/test alone it ALWAYS works fine. When we play on MP it almost ALWAYS screws that up. We usualy play this map with 3-4 peeps all under 100 ms ping. I m almost certain that this has to do with lag. But come on under 100 ms ... what does it have to be to let a trigger work fine ? Will this improve ? Or is there another cause then lag ? Also when i try my missions in 1.60 MP Test alot of things don t work. Triggers, the insertion is totaly wrong also when you use something that is put higher ( setpos getpos ) it just doesn t do that ? Is that a known problem with MP 1.60 test ? Hope this all works in resistance or im gonna freakout. Any of you have an idea how i can make it work all the time in MP ? Share this post Link to post Share on other sites
theavonlady 2 Posted June 26, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (JAP @ June 26 2002,11:00)</td></tr><tr><td id="QUOTE">Hope this all works in resistance or im gonna freakout.<span id='postcolor'> What?! You didn't get Resistance yesterday from your pal at the software store?! Share this post Link to post Share on other sites
suma 8 Posted June 26, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I m having problem with triggers not working right when playing online but working perfect when i test them alone. <span id='postcolor'> Scripting in MP mission is much more complicated than in SP. You have to think about what happens on what computer, what things should be run only on one computer and what on all. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Also when i try my missions in 1.60 MP Test alot of things don t work. Triggers, the insertion is totaly wrong also when you use something that is put higher ( setpos getpos ) it just doesn t do that ? <span id='postcolor'> Can you describe any problems specific to 1.60? Anything that does work in 1.46 but not in 1.60? Share this post Link to post Share on other sites
Chris Death 0 Posted June 26, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I have one trigger with a camera in the beginning of the mission and only the host sees it right<span id='postcolor'> This is not right. A trigger active at the start of a mission, usually has a condition of "true" (at least this should be in the condition field). If this trigger uses a cammera effect from it's own effect menu, all people connected should see it right. True is: If you are using triggers with a specified range, and you use units on the map to activate the triggers (like: West/present, or triggered by unit/group), you will get different results for people connected. For some player it will show up earlier, and for some later. This depends on wether a player is already inside the trigger area or not. Just an example: I made a trigger, activated by WEST/Present The trigger creates a sidechat message, and the player, who enters the trigger area first, will be the one, who tells this meassage. I've been testing it on my LAN, and the result was: I entered the trigger area - message appeared to me - not at second pc. As soon as i entered the area with the second pc, the message appeared there. What i also noticed: Positions of players seem to be calculated different through the connected players. When a couple of soldiers are mounted in the same chopper, triggers with a specified range become activated. But those triggers shouldn't become active, because their area was never passed through on the host. ~S~ CD Share this post Link to post Share on other sites
JAP 2 Posted June 26, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ June 26 2002,10:35)</td></tr><tr><td id="QUOTE">0--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (JAP @ June 26 2002,110)</td></tr><tr><td id="QUOTE">Hope this all works in resistance or im gonna freakout.<span id='postcolor'> What?! You didn't get Resistance yesterday from your pal at the software store?! Â <span id='postcolor'> He will not live to see the release ... AMEN I guess his computer ( with release date ) freaked out BTW, still no news. Well, hopefuly tomorrow ! Another day another set of transport guys who could have the right box into their van ! Share this post Link to post Share on other sites
JAP 2 Posted June 26, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Suma @ June 26 2002,11:06)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I m having problem with triggers not working right when playing online but working perfect when i test them alone. <span id='postcolor'> Scripting in MP mission is much more complicated than in SP. You have to think about what happens on what computer, what things should be run only on one computer and what on all. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Also when i try my missions in 1.60 MP Test alot of things don t work. Triggers, the insertion is totaly wrong also when you use something that is put higher ( setpos getpos ) it just doesn t do that ? <span id='postcolor'> Can you describe any problems specific to 1.60? Anything that does work in 1.46 but not in 1.60?<span id='postcolor'> 1 : When making "special" constructions like putting a house on a few concrete blocks with the value to put is higher it works fine with 1.46 yet with 1.60 the house just sinks trough the blocks. Same with a flag or any object. 2 : in one mission a boat will slow down to stop and turn with his back to the beach and stop. That works every time with 1.46 with 1.60 the boat stops 20-30 meters of the beach. 3 : A simple trigger on the Alpha radio command. To release a WP string of a unit. Doesnt work in 1.60. Also some sidechat triggers don t activate on 1.60. These are only things from missions we tested extensivly in 1.46 so i know they work fine every time. Not just something untested ! Share this post Link to post Share on other sites
hugo2020 0 Posted July 8, 2002 I know that Suma wrote somewhere that with 1.75 something with the ammo capazity of vehicles and crates is changed who konw something about it? Share this post Link to post Share on other sites
NEO -PZ- 0 Posted July 8, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (hugo2020 @ July 08 2002,10:22)</td></tr><tr><td id="QUOTE">I know that Suma wrote somewhere that with 1.75 something with the ammo capazity of vehicles and crates is changed who konw something about it?<span id='postcolor'> Earlier they could carry unlimited amount of ammunition and weapons, now a couple of hundreds of each, I don't know exact numbers but it's in some topic. Share this post Link to post Share on other sites
NEO -PZ- 0 Posted July 8, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Suma @ June 26 2002,11:06)</td></tr><tr><td id="QUOTE">Scripting in MP mission is much more complicated than in SP. You have to think about what happens on what computer, what things should be run only on one computer and what on all.<span id='postcolor'> I too have Jap's problem. I use several triggers grouped to a unit and put camera effects under Effects. It works perfectly for the host, with titleText and music also, but for joined players the effects are delayed and/or use the wrong target to for example zoom in at. Suma, how do we make these intros work for everyone in MP? Would a script work better than several triggers for camera effects? /Neo Share this post Link to post Share on other sites
Chris Death 0 Posted July 8, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I use several triggers grouped to a unit and put camera effects under Effects.<span id='postcolor'> Aha - this is, where your problem starts; grouping triggers to unit, forces the scenery to happen local on that machine, where it got activated You'd better use conditions, which would be active on all machines (hint"" publicVariable). btw - using triggers grouped to specified units (except only ai units) will cause more problems than only not to be visible on client machines. Think about the fact, a unit grouped to a trigger will be disabled at players selection screen. The unit would be absent, the trigger would be inactive all the time. Just an example: 8 men in a squad + a trigger, grouped to the squad leader, which should activate an enemy group to attack. Now noone at the player screen wants to take the ugly guy with that cap - all goin for soldiers wearing helmets. Guess what - enemie's waiting for the trigger to be triggered by the guy who stood home. I know a good place, where you can learn more about creating maps which work in multiplayer: http://www.ofpec.com There you will find a nice forum, register (if you aren't already), enter it and you'll find a nice multiplayer editing section. hope this helps and clearify's a bit ~S~ CD Share this post Link to post Share on other sites
Trapper 0 Posted July 8, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (NEO [PZ] @ July 08 2002,16:38)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (hugo2020 @ July 08 2002,10:22)</td></tr><tr><td id="QUOTE">I know that Suma wrote somewhere that with 1.75 something with the ammo capazity of vehicles and crates is changed who konw something about it?<span id='postcolor'> Earlier they could carry unlimited amount of ammunition and weapons, now a couple of hundreds of each, I don't know exact numbers but it's in some topic.<span id='postcolor'> Were can I find some kind of a list or at least some infos in a thread about this limits?? I've used the search, I've opend a thread, I've asked in chats, but the only thing all the people can say is "Yes, there seems to be cargo limits"... Share this post Link to post Share on other sites
NEO -PZ- 0 Posted July 8, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (hugo2020 @ July 08 2002,10:22)</td></tr><tr><td id="QUOTE">I've used the search, I've opend a thread, I've asked in chats, but the only thing all the people can say is "Yes, there seems to be cargo limits"...<span id='postcolor'> Yeah there is. But nothing to worry about. It still carry a lot of weapons. If it passes the maximum, the weapons came outside the ammo box in 1.60. I don't know how 1.75 is in this matter. Share this post Link to post Share on other sites
NEO -PZ- 0 Posted July 8, 2002 @ CD: I know that little dilemma about maybe all slots aren't taken, or ai disabled. It's grouped to a chopper flied by AI, not playable pilot that is. Playable units are in cargo. So I don't know what the problem is. I don't recall that this problem occured in v1.46. Could a script be the solution? _camCreate etc.? Thx anyway, Neo Share this post Link to post Share on other sites
Trapper 0 Posted July 8, 2002 I think there is something to worry, because you have to learn by doing and this costs a lot of time. Ive made a Multiplayermission for 1.46 and loaded the respawntrucks with a widerange of weapons and ammo. now they are overloaded and i can't just say, ok 3 rifles less and it' works or lets see how the new loadlout should look like. It will slow the work of the missioncreators down. Share this post Link to post Share on other sites
NEO -PZ- 0 Posted July 9, 2002 Trapper, There is a number concerning that somewhere on these forums. It's not so much trouble, it still carries alot but not unlimited. Btw, that ammo subject doesn't really belong in this topic. /Neo Share this post Link to post Share on other sites