UberRogue 0 Posted December 22, 2015 In one of my missions I have a virtual supply drop. basically I have the requester synced to all 8 members of the playable squad and the requester is linked to the virtual supply drop module. I learned that the requester module and the drop module had to be named in order to work which I think is something new so they are named. The Requestor module has all the supports set to 0 and the trigger sets the supply drop to a 1. Which works because the new support audio kicks in the icon shows up and the 0-8-1 does a supply drop. The issue is when the host of the mission calls a supply drop the helo does the drop however only the host can see and use the crate. No one else can see it. If another player calls the supply drop everything seems to work fine as in every sees it including the green smoke and chemlights and the Aresnal functions like normal. Ideally the drop should work no matter who calls it in. What am I missing? Now in the Virtual Supply Drop Module I have: Vehicle Type: ["B_Heli_Transport_03_unarmed_F"] Vehicle Init: _this allowdamage false; Crate Init: [[[_this], "crateAddAction.sqf"], "BIS_fnc_execVM", true] call BIS_fnc_MP; crateAddAction.sqf: _crate = _this select 0; _crate addAction["<t color='#FF8000'>Virtual Arsenal</t>", "VALoadout.sqf", "", 1.5, false]; for "_x" from 1 to 2 do { _supplyLight = "Chemlight_green" createVehicle (position _crate); _supplyLight attachTo [_supplybox, [0,0,0]]; _supplySmoke = "SmokeShellGreen" createVehicle (position _crate); _supplySmoke attachTo [_crate, [0,0,1]]; sleep 30; }; And VALoadout.sqf: //this addAction["<t color='#FF8000'>Save Loadout for Respwn</t>", "VALoadout.sqf", "", 1.5, false]; ["Open",true] spawn BIS_fnc_arsenal; waitUntil { !isnull ( uinamespace getvariable "RSCDisplayArsenal" ) }; hint "Arsenal Loaded"; waitUntil { isnull ( uinamespace getvariable "RSCDisplayArsenal" ) }; hint "Ready to Rumble"; globalRespawnLoadout = [ uniform player, vest player, backpack player, headgear player, magazines player, weapons player, primaryWeaponItems player, secondaryWeaponItems player, handgunItems player, items player, assignedItems player, goggles player ]; Share this post Link to post Share on other sites
davidoss 552 Posted December 22, 2015 Well i am using the VSD in MP too. All works perfect. Here is my setup module SupportRequester named >sr< with: HQ hq_logic_papa other lines all 300 The SupportRequester are synced with module SupportProvider_Virtual_Drop named >airdrop< where: vehicle type: ["B_Heli_Transport_03_unarmed_F"] vehicle init: _this setGroupIdGlobal ["SANTA CLAUS"]; _this allowdamage false; box init: [_this] execVM "crateAddAction.sqf"; crateAddAction.sqf if (isServer) then { _crate = _this select 0; [{_crate addAction["<t color='#FF8000'>Virtual Arsenal</t>", "VALoadout.sqf",[],1.5,false,true,"","(_target distance _this) < 5"];},"BIS_fnc_spawn",true,true] call BIS_fnc_MP;// this is hocus-pocus, anyway best solution for local command addaction in MP is to use function instead of spawning the code block for each client. for "_x" from 1 to 2 do { _supplyLight = "Chemlight_green" createVehicle (position _crate); _supplyLight attachTo [_crate, [0,0,0]]; _supplySmoke = "SmokeShellGreen" createVehicle (position _crate); _supplySmoke attachTo [_crate, [0,0,1]]; sleep 30; }; }; VALoadout.sqf stay as is. Then you need a BLUFOR unit somewhere on the map hidden with setup like this: name: hq_logic_papa init: this allowDamage false; this disableAI "MOVE"; this setGroupId ["PAPABEAR"]; this hideObjectGlobal true; Last operation is to sync the SupportRequester with players. Where this is MP scenario you need to do that on each player connect. For that best solution is to use file initPlayerLocal.sqf in mission root If the support module should be synced to all players then this is easy because you do not need any condition Just put in initPlayerLocal.sqf [player, sr, airdrop] call BIS_fnc_addSupportLink; Share this post Link to post Share on other sites
UberRogue 0 Posted December 23, 2015 I tried it tonight and the same thing. I was hosting and only I could see the supply drop that I called in. When someone else called one we all could see it. Share this post Link to post Share on other sites