daza 36 Posted June 23, 2016 I've made a hostage/rescue in SP the code to make the unit sit and remain in the chair works, but in MP the unit is standing through the chair rather than sitting. I do not know if it the switchmove is the one not playing ball or its the AttachTo? Since the unit is in the correct position i think the problem is the switchmove...? This is what i have in the init of the Unit in question: snipe SetCaptive true; RemoveAllWeapons snipe; snipe setBehaviour "SAFE"; snipe switchMove "InBaseMoves_SittingRifle1"; snipe disableAI "anim"; snipe attachTo [b3,[0,0, -0.47]]; snipe SetVectorDirAndUp [[1,0,0],[0,0,1]]; Share this post Link to post Share on other sites
kylania 568 Posted June 23, 2016 switchMove won't work till you're in game, so maybe wrap that all in spawn with a delay? 0 = [] spawn { sleep 0.1; snipe SetCaptive true; removeAllWeapons snipe; snipe setBehaviour "SAFE"; snipe switchMove "InBaseMoves_SittingRifle1"; snipe disableAI "anim"; snipe attachTo [b3,[0,0, -0.47]]; snipe SetVectorDirAndUp [[1,0,0],[0,0,1]]; }; Share this post Link to post Share on other sites
daphne 52 Posted June 23, 2016 Hi Daza, If you want to use switchMove in a multiplayer environment without using vehicle inits do the following: To fix this you will need to remotely execute it on different machines like this: First define a function somewhere that we will run on all machines, we will send the player and the animation to play as arguments SyncSwitchMove = { if (isDedicated) exitwith {}; private ["_player", "_anim"]; _player = param [0,objNull]; _anim = param [1,""]; _player switchMove _anim; }; Now in order to run this command we need to execute the following command, this will run the function on all computers except the server [snipe,"InBaseMoves_SittingRifle1"] remoteExec ["SyncSwitchMove", -2]; Of course you can put it in a vehicle init like you have but make sure you do the following before switchMove and also add a little delay: uiSleep 0.1; //perform the rest of your code after this snipe disableAI "autoTarget"; It might be that the animation stops because they 'noticed' unknown objects. Hope that helps you out. Kane, -arma3projectlife.com Share this post Link to post Share on other sites
MrCopyright 107 Posted June 23, 2016 Kane, -arma3projectlife.com I'm loving that shameless plug at the end. Share this post Link to post Share on other sites
R3vo 2654 Posted June 23, 2016 SyncSwitchMove = { if (isDedicated) exitwith {}; private ["_player", "_anim"]; _player = param [0,objNull]; _anim = param [1,""]; _player switchMove _anim; }; [snipe,"InBaseMoves_SittingRifle1"] remoteExec ["SyncSwitchMove", -2]; Why the heck would you do that? [snipe,"InBaseMoves_SittingRifle1"] remoteExec ["switchMove",[0,-2] select (isMultiplayer && isDedicated),true]; 1 Share this post Link to post Share on other sites
MrCopyright 107 Posted June 23, 2016 Leave Caiden alone, he's only good at adding other people's content to his server. 1 Share this post Link to post Share on other sites