salty6924 12 Posted January 29, 2015 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? Share this post Link to post Share on other sites
jshock 513 Posted January 29, 2015 Define "warps", and your running the animations in the civilians init field in the editor (just for clarification). Share this post Link to post Share on other sites
salty6924 12 Posted January 29, 2015 They instantly travel to the same spot on the map 00,00,00. that what i meant by warping, apologies for being so vague. And yes, the init in the editor is where the animations are called from. Here is the units edit panel. https://dl.dropboxusercontent.com/u/26523295/Unit.jpg (107 kB) Share this post Link to post Share on other sites
BadHabitz 235 Posted January 29, 2015 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. Share this post Link to post Share on other sites
salty6924 12 Posted January 29, 2015 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. Share this post Link to post Share on other sites
killzone_kid 1333 Posted January 29, 2015 Add if (!isServer) exitWith {}; in front of init and see if it fixes the teleporting. Share this post Link to post Share on other sites
epicgoldenwarrior 11 Posted January 29, 2015 I always use a trigger with its condition set to "true" for unit anims. Share this post Link to post Share on other sites
naizarak 4 Posted January 29, 2015 run the init on server only Share this post Link to post Share on other sites
salty6924 12 Posted January 29, 2015 I always use a trigger with its condition set to "true" for unit anims. Elaborate? Share this post Link to post Share on other sites
epicgoldenwarrior 11 Posted January 29, 2015 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. Share this post Link to post Share on other sites
jshock 513 Posted January 29, 2015 [[this,"LEAN"],"BIS_fnc_ambientAnim",false,false,false] call BIS_fnc_MP; Will execute function on the server once at mission start. Share this post Link to post Share on other sites