Jump to content
Sign in to follow this  
Lucky44

Basic triggers changed in new release??

Recommended Posts

I'm using a basic BluFor Present trigger, and it works as always in SP, but on the Dedicated server, it won't fire.

 

This is new as of the Eden editor release, in my experience. 

 

What's going on? How can this be dealt with?

Share this post


Link to post
Share on other sites

Same issue,

 

have triggers that spawn a decending flare if activated by blufor, and spotted by the enemy faction.
 
works in local and single
 
not triggered in dedi, using hint to troubleshoot.
 
Example Code in Mission SQM
		class Item190
		{
			dataType="Trigger";
			position[]={4261.105,162.97226,3840.2849};
			class Attributes
			{
               onActivation=" if (isserver) then {flrObj = ""F_40mm_red"" createvehicle 
               ((player) ModelToWorld [0,100,262]); flrObj setVelocity [0,0,-10];};";
				sizeA=100;
				sizeB=100;
			    	activationType="EAST D";
				activationBy="WEST";
				effectSound="SN_Flare_Weapon_Fired";
			};
			id=1132;
			type="EmptyDetectorAreaR250";
		};

Share this post


Link to post
Share on other sites

3den triggers had some bug in them, this has been now fixed internally. Cannot tell you more than that at the moment.

Share this post


Link to post
Share on other sites

3den triggers had some bug in them, this has been now fixed internally. Cannot tell you more than that at the moment.

 

Thanks for the info.

 

Fixed internally meaning that BIS has found a fix but not released it yet?

Share this post


Link to post
Share on other sites

how this can be correctly executed on server?

if (isserver) then {

	flrObj = "F_40mm_red" createvehicle ((player) ModelToWorld [0,100,262]);
	flrObj setVelocity [0,0,-10];
};

keep little logic guys..

 

 

try this as onactivation code

if (isServer) then {

    private ["_players", "_flrObj"];
    
    _players = [];

        {
            if (alive _x && isPlayer _x) then {
                _players pushback _x;
            };
        } forEach thisList;

    if ((count _players) > 0) then {
        
        {
        _flrObj = "F_40mm_red" createVehicle (_x ModelToWorld [0,100,262]);
        _flrObj setVelocity [0,0,-10];
        } forEach _players;
        
    } else {
    
        ["No players in trigger list. Check trigger this condition", "hint",false,true] call BIS_fnc_MP;
    };
        

};

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×