Horner 13 Posted September 1, 2012 Alright, so I'm trying to get tasers working for this group. Now, it's detecting the shooting people and everything but I'm having difficulties broadcasting animations. Here's my script. player playMove "adthpercmstpslowwrfldnon_4"; player setVehicleInit "this playMove ""adthpercmstpslowwrfldnon_4"";"; removeAllWeapons player; sleep 10; player switchMove ""; player setVehicleInit "this switchMove """";"; Now, it plays the move perfectly, and locally the player gets back on his feet, but it doesn't broadcast it, like the guy is just laying there on the ground for me. Advice? Share this post Link to post Share on other sites
Cards525 10 Posted September 1, 2012 Why did you put "Setvehicleinit"... Wouldnt it just be Player playmove "adasdfoiubnasf" Share this post Link to post Share on other sites
samatra 85 Posted September 1, 2012 I think you might need help of http://community.bistudio.com/wiki/Multiplayer_framework player switchMove "adthpercmstpslowwrfldnon_4"; [nil,player,rSwitchMove, "adthpercmstpslowwrfldnon_4"] call RE; Something like this (didn't actually test it, just a guess) Share this post Link to post Share on other sites
Horner 13 Posted September 1, 2012 I already tried RE, same result. Share this post Link to post Share on other sites
cuel 25 Posted September 2, 2012 So he doesn't get up? Try broadcasting switchMove "" instead. playMove is global, switchmove is not. Share this post Link to post Share on other sites
Horner 13 Posted September 2, 2012 I know I derp alot, but I've already tried everything with switchMove/playMove and used both on Remote Execution too. They DONT WORK for some odd reason. Share this post Link to post Share on other sites
cuel 25 Posted September 2, 2012 Do you have the functions module? Share this post Link to post Share on other sites
cuel 25 Posted September 3, 2012 So it looked something like this? player playMove "adthpercmstpslowwrfldnon_4"; removeAllWeapons player; sleep 10; player switchMove ""; [nil,player,rSwitchMove, ""] call RE; Share this post Link to post Share on other sites
bad benson 1733 Posted September 3, 2012 yea i used the RE function too and it suddenly stopped working. but then when reading this thread i realized that i hadn't put down the functions module. stupid stupid stupid. thx for the pointer ;) Share this post Link to post Share on other sites
Horner 13 Posted September 4, 2012 Why would using Remote Execution on the player change anything? It's still only running the command on the player's computer not everyone else's. And yes, it looked like that, but I don't need this question answered anymore anyway, so thanks for trying to help guys :) lol. Share this post Link to post Share on other sites
cuel 25 Posted September 4, 2012 It runs on everyone else's computer. That's the point of remote execution. :). Share this post Link to post Share on other sites
Horner 13 Posted September 4, 2012 not if you specify it to run on only the player. Syntax - [calledBy,calledOn,command,code] call RE; What i've experienced, if you don't use allUnits or playableUnits for the second param it doesn't run it on everyone's Share this post Link to post Share on other sites
2nd ranger 282 Posted September 4, 2012 (edited) No, if you use rSwitchmove like this, the animation will be broadcast for everybody. As cuel said, that's the whole point of it. Broadcast as in everyone sees the specified unit play the animation, not in the sense that everyone will perform the animation. _nic = [objNull, UnitName, rSWITCHMOVE, "AnimationName"] call RE; EDIT And by the way, are you actually using 'player' in the script? Best to name the unit something else if it's an MP mission. Edited September 4, 2012 by 2nd Ranger Share this post Link to post Share on other sites
cuel 25 Posted September 4, 2012 not if you specify it to run on only the player. Syntax - [calledBy,calledOn,command,code] call RE; What i've experienced, if you don't use allUnits or playableUnits for the second param it doesn't run it on everyone's Second parameter is only the target object. Sounds like you're talking about the "loc" parameter, e.g [calledBy,calledOn,[b]"loc"[/b],command,code] call RE; Which means that it will only run where "calledOn" is local "loc" - arbitrary parameter - executes remote script only on machine where nil_or_target_object is local Share this post Link to post Share on other sites
Horner 13 Posted September 4, 2012 hmm, my apologies, I was mislead because whenever I used rHINT I had to use either allUnits or playableUnits to broadcast it to everyone, thanks guys. Share this post Link to post Share on other sites