Chairborne 2594 Posted October 17, 2014 I'm having this issue and i don't get what i'm doing wrong. Basically i have an area trigger. As soon as blufor units enter this area trigger a script is launched. null = [] execvm "scripts\spawner_1.sqf"; This script has a small delay, then it should give the players a few messages ("enemy incoming bla bla bla"), then when this is done it should spawn two groups of enemies. sleep (30 + random 30); [west,"HQ"] sidechat "message 1 blablabla."; sleep 5; [west,"HQ"] sidechat "message 2 blablabla."; sleep 5; [west,"HQ"] sidechat "message 3 blablabla."; sleep (30 + random 30); if (isserver) then { _squad1 = [getPos sp1, EAST, (configFile >> "CfgGroups" >> "East" >> "caf_ag_afr_p" >> "Infantry" >> "10_men_afr_p")] call BIS_fnc_spawnGroup; _squad1wp1 = _squad1 addwaypoint [getpos spd1, 0]; _squad1wp1 setwaypointtype "MOVE"; _squad1wp1 setwaypointbehaviour "COMBAT"; _squad1wp1 setwaypointspeed "FULL"; _squad1wp1 setwaypointcombatmode "RED"; sleep 15; _squad2 = [getPos sp2, EAST, (configFile >> "CfgGroups" >> "East" >> "caf_ag_afr_p" >> "Infantry" >> "10_men_afr_p")] call BIS_fnc_spawnGroup; _squad2wp1 = _squad2 addwaypoint [getpos spd1, 0]; _squad2wp1 setwaypointtype "MOVE"; _squad2wp1 setwaypointbehaviour "COMBAT"; _squad2wp1 setwaypointspeed "FULL"; _squad2wp1 setwaypointcombatmode "RED"; sleep 240; deletevehicle oobj_2; }; Problem is, the server spawns the units and deletes the vehicle correctly, however the sidechat messages don't appear to be showing on clients. What am i missing here? Also, how would you go about it? I don't really need anything fancy, i just need the messages to be delayed and then the two groups to be spawned. Share this post Link to post Share on other sites
jshock 513 Posted October 17, 2014 I think your going to have to public variable the sideChat messages, so it's executed on every client. Share this post Link to post Share on other sites
cuel 25 Posted October 17, 2014 Are you using any mods eg AGM ? It disables sideChat, use enableRadio true; Share this post Link to post Share on other sites
dreadedentity 278 Posted October 17, 2014 Start by putting this in the debug console just to make sure the command works. [west,"HQ"] sidechat "message 1 blablabla."; Share this post Link to post Share on other sites
iceman77 18 Posted October 17, 2014 After you've made sure the issue isn't to do with a mod, and that the clients in question have radios, and that the command works, you can use bis fnc mp to broadcast the message. Snippet. [{[west,"HQ"] sidechat "message 1 blablabla.";},"BIS_fnc_spawn",true,false] call BIS_fnc_MP; sleep 5; [{[west,"HQ"] sidechat "message 2 blablabla.";},"BIS_fnc_spawn",true,false] call BIS_fnc_MP; sleep 5; [{[west,"HQ"] sidechat "message 3 blablabla.";},"BIS_fnc_spawn",true,false] call BIS_fnc_MP; Share this post Link to post Share on other sites
Chairborne 2594 Posted October 17, 2014 I'm using F3 framework and ACRE. After some messing around i found that ACRE radios are not distributed to players for some weird reason. I guess the reason is the lack of radios. For every bug i solve two new come out lol. ;) Thank you anyway! Share this post Link to post Share on other sites
Chairborne 2594 Posted October 17, 2014 I'm a dumbass... i gave my units so much equipment it clogged the inventory, thus i had everything BUT the ACRE radios that apparently are removed and distributed again at a later point while loading because of F3. Sorry for wasting your time and thanks again. Share this post Link to post Share on other sites
iceman77 18 Posted October 17, 2014 No worries. Figured it was lack of radios. =) Share this post Link to post Share on other sites