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barbolani

setCaptive without MP global effects?

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Hi!

 

I am experiencing something very weird and opposite of what Biki states and what it's been working allways.

 

If you in MP use locally player setCaptive true, it's having no global effects.

 

Have tested and the only way to make it work has been [player,true] remoteExec ["setCaptive"];

 

Are you experiencing the same?

 

Thanks in advance.

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In my experience it works fine, but is subject to a3 simulation bubble.

 

If target is close to you it works great, but if target is across the map it will take some time to update remotely.

 

//server

unit setcaptive true;

 

//client

player distance unit // 500

captive unit // true

 

 

player distance unit // 8000

captive unit // false

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Good to know!

 

But my tests are done with the AI in front of my nose....

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