EL_LEJI 13 Posted October 4, 2013 I'm editing my multiplayer coop mission and I have problems with this function in singleplayer work well but in the multi units disappear help me please :confused: i use this in the init of unit: [this,"REPAIR_VEH_STAND","LIGHT"] call BIS_fnc_ambientAnim; and this in other unit: [this,"GUARD","FULL",{player distance _this < 10 || getdammage _this >0}] call BIS_fnc_ambientAnimCombat; Thanks Share this post Link to post Share on other sites
Flying-Coyotus 12 Posted March 8, 2014 Hello, Did you fix the problem ? I have the same issue. Thanks Share this post Link to post Share on other sites
Scar.Arg 12 Posted March 8, 2014 Same here.. if you find a fix, post it here please. Share this post Link to post Share on other sites
astrell 3 Posted March 8, 2014 If your make it hosted, then the animCombat should be in a waypoint. In Dedicated it should it works anyway. I think your using MCC Sandbox, too? I think there is the problem. Anyway its always the best to place the Sandbox Access Modul and Synch it with player slots. I believe it makes it better. Share this post Link to post Share on other sites
Flying-Coyotus 12 Posted March 8, 2014 Hello, No I use a simple mission with EOS System. In fact, it's strange: - first player who join dedicated server see the ambiant unit - as soon as the second player arrives, the ambiant unit dissapear Share this post Link to post Share on other sites
KevsNoTrev 44 Posted March 8, 2014 Try This, [[this,"GUARD","FULL",{player distance _this < 10 || getdammage _this >0}], "BIS_fnc_ambientAnimCombat",true,true] spawn [url="https://community.bistudio.com/wiki/BIS_fnc_MP"]BIS_fnc_mp[/url]; I have still never managed to get every client to see the animation correctly. Share this post Link to post Share on other sites
wiggum2 31 Posted June 15, 2014 Will this be fixed by BIS ? I have the same problem... Share this post Link to post Share on other sites
IndeedPete 1038 Posted November 22, 2014 Can confirm this issue is still active. Any known fix? Does BIS_fnc_MP help? Share this post Link to post Share on other sites
jshock 513 Posted November 23, 2014 Can confirm this issue is still active. Any known fix? Does BIS_fnc_MP help? According to this post (as of a few days ago), BIS_fnc_MP does not help with the issue. Share this post Link to post Share on other sites
IndeedPete 1038 Posted November 23, 2014 Ah, too bad. That's really an immersion breaker in COOP missions. Anybody created a ticket on the FT already? Share this post Link to post Share on other sites
Tankbuster 1747 Posted March 16, 2015 I've been caught by this and made some progress. The guys using ambientanimation disappear when someone JIPs. Share this post Link to post Share on other sites
pschne 10 Posted February 21, 2016 I have found that if you execute the function on initServer.sqf or on initPlayerServer.sqf they won´t disappear [someone,"WATCH"] call BIS_fnc_ambientAnim; Share this post Link to post Share on other sites
narrundo 11 Posted February 22, 2016 hello, having same issues here. Any clear workaround to produce ? need some help here tried using initPlayerServer.sqf it does appear on client but the animation was broken didn't even run Share this post Link to post Share on other sites