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MFG4Ever

Pallets dissapearing in MP

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Hi.

So one of my fellow clan-members and I, mostly him, have been working on a training map for our group. Everything has been going well, until he wanted to add some CQB buildings. He found a template on Armaholic, and picked out a few out the houses from it.

However when we try to test it on a MP server, the pallets, which serve as a floor, on some of the buildings, they simply dissapear. We've tried looking at different solutions through the init line of the pallets, but no matter what we've done so far, the either dissapear into thin air, or simply fall down.

Our guess is, that we're overlooking some simple line of code, that will make the pallets stay where they are in MP, so my question to the community is, what are we doing wrong?

These are some of the things we've tried so far:

1. this enableSimulation false; in the init line of the pallets

2. this setPos [getPos this select 0, getPos this select 1, 2.5];

3. a combination of 1+2

Hopefully some of the skilled modders, coders, missionmakers etc. will be able to shed some light on our little problem.

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You need to put some security guards around the training camp, those Altis civvies will steal anything not bolted down when our offline

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You need to put some security guards around the training camp, those Altis civvies will steal anything not bolted down when our offline

Haha.. I'll keep that in mind ;)

---------- Post added at 18:47 ---------- Previous post was at 18:44 ----------

Hi, in MP you have to use enableSimulationGlobal.

Thanks, will pass it along, and hopefully it'll work

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Well the enableSimulationGlobal didn't work as expected, the pallets are still gone.

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setPos and its variants don't guarantee that the object in question will stay in that position. I always use attachTo instead (in conjunction with this addEventHandler ["handleDamage", {0}];). It can be a little time-consuming to get placement correct, but the end result is both figuratively and literally bulletproof. Obviously you want to skip the event handler if you want bullet penetration or other damage to be possible.

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setPos and its variants don't guarantee that the object in question will stay in that position. I always use attachTo instead (in conjunction with this addEventHandler ["handleDamage", {0}];). It can be a little time-consuming to get placement correct, but the end result is both figuratively and literally bulletproof.

Yeah we were kinda leaning that way ourselves, even if it is, as you say, time consuming. Oh well, as long as the end result is good ;)

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-- Edit --

Edited by MFG4Ever
misunderstood previous question

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Right now it's only: this enableSimulationGlobal false and the height is set at 5.1

Edited by MFG4Ever
corrected wrong use of brackets

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The brackets around are just to highlight the "false" right? If you're doing it like the original thread it should work, but did you start putting the false in brackets when you switched to Global one? That might be the thing.

You don't set it to false in brackets, that is a String type of value, and can be anything like "MFG4Ever" or "654wak654". The command enableSimulationGlobal takes Boolean value, which can be just true, or false. The exact init line whould be:

this enableSimulationGlobal false;

Edited by 654wak654

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Yeah sorry, the brackets are not supposed to be there.

Well I know it should work, and we are able to see the pallets when we approach the CQB house, but after about 10 seconds they dissapear, which is very strange.

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