Lucky44 13 Posted February 20, 2016 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
salty6924 12 Posted February 20, 2016 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
killzone_kid 1330 Posted February 21, 2016 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
Lucky44 13 Posted February 21, 2016 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
davidoss 552 Posted February 21, 2016 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