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salty6924

Placed Unit Warps on JIP

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I am having an issue that when a player jips into my mission, any placed civ thats playing an Animation via its init warps to the lower left hand corner of the map.

Any one know off the top of they're head why this would be?

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Define "warps", and your running the animations in the civilians init field in the editor (just for clarification).

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Interesting. I remember way back I had a init command that made the AI sit (around a campfire). Everything worked fine in singleplayer. When I tried multiplayer all of the AI were missing. Judging by your problem description it means my AI didn't disappear, but were warped away. I think I still have the mission, and now I want to test it out, lol.

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put a marker on the units that tracks, and youll see em just pop away to 000,000 in the maps lower left hand corner. Thats how i noticed.

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I always use a trigger with its condition set to "true" for unit anims.

Elaborate?

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name the unit something, Ill call him bob.

trigger:

Size: 0/0

Condition: true (literally, thats all you need to write)

On ACT: bob switchMove "animationname";

thats pretty much it.

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[[this,"LEAN"],"BIS_fnc_ambientAnim",false,false,false] call BIS_fnc_MP;

Will execute function on the server once at mission start.

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