IT07 10 Posted April 20, 2014 Hi peeps. At the moment I am working on my own MP COOP06 mission and was wondering about how the unitPlay function would behave in MP. What I am worried about is that people with slower PC's will fire the flight path later than others that are in the same mission, which could result in serious sync issues. Here is the situation: start of mission > all players in heli > heli flies to extraction point using unitPlay > players get out > heli flies away. More detailed info: the chopper that is flying the path has the unitPlay command in it's init field, and of course, the flight path is in the mission. So my question is: is it true that (depending on client's PC speed) the chopper could end up on different positions at everyone their screens? If so, I would like to know how to avoid that. Also, if it is true, I was thinking of a publicVariable setup: unitPlay.sqf > isNul heliStarted > heliStarted = 1; > *flightpath script* > } else { hint"someone else in the mission is already making the heli move???"; }; I know that the script above is total nonsense if the unitPlay is being synced to all clients even if they all execute it. Anyways, could someone enlighten me on this function? Thanks in advance. Best regards, IT07. Share this post Link to post Share on other sites
rakowozz 14 Posted April 20, 2014 unitPlay does become tricky in MP, though I haven't tested it extensively in non-dedicated, so I'm not sure how safe it would be to use it. But on dedicated, it unfortunately simply does not work as intended: http://feedback.arma3.com/view.php?id=15919 Share this post Link to post Share on other sites
IT07 10 Posted April 20, 2014 Thank you for your reply. It sounds like I need to get creative and test the unitPlay Behaviour. When I have, I will report my findings here. Share this post Link to post Share on other sites
IT07 10 Posted April 22, 2014 (edited) EDIT: Post wiped. Info was incorrect. Edited April 22, 2014 by IT07 incorrect info Share this post Link to post Share on other sites