avibird 1 36 Posted April 16, 2018 Having some serious issues while playing multiplayer mission on a host server. What is the difference between a host server running the mission from the Eden editor play scenario vs just the play mission from the main menu. My missions just end following the start of the mission from the main menu play button. The missions play fine from the editor while online in multiplayer. I even took out all the end game triggers and still my mission ends following the start. Why do I need to add something else for multiplayer online play. Share this post Link to post Share on other sites
avibird 1 36 Posted April 17, 2018 I think I found out my issue. In this Mission there are 12 playable blufor units that are prisoners in A POW Camp. There are also four playable civilian units that are linked to an invisible opfor unit making them opfor units at the start. These four units will switch sides once they reach the prison camp to bluefor via radio trigger. If I start the mission in one of the civilian units the mission starts fine but if I start as one of the Prisoners the mission ends what is the deal with this. Why does this happen and what can I do to correct it. Share this post Link to post Share on other sites
pierremgi 4900 Posted April 17, 2018 Don't duplicate the posts. As already said, MP session depends on disabled AI or not in lobby. switchableUnits = all playable units in SP, [] in MP playableUnits = [] in SP, all playable units in MP in they are enabled in lobby (all enabled slots), all played units (actual players) if AI not enabled in lobby. allPlayers = all present players at the time the code runs. You have also some differences in initialization order. So, your question is turning around your mission end conditions. As already said, depending on what you're expecting, you can add a condition for at least one player active (count allPlayers >0). You can delay your trigger also (timeout > 30 for example) Share this post Link to post Share on other sites
avibird 1 36 Posted April 17, 2018 @pierremgi I don't think it's that I am using Respawn Option 5 and yes AI are enabled in lobby. 5 or "SIDE" - Respawn into an AI unit on your side. With this respawn type, team switch is also available to any AI controlled playable units. The weird thing is if a start with the civilian units that are link to an opfor unit set to present 0 the mission works fine but I can't switch to the Blufor prisoners because the POW commander needs to call them into the blufor group via radio trigger once they are in the camp. All the AI blufor units are in the game in the cells and the other civilian playable/switchable are in the game following the waypoints into the Camp. Now for the really weird thing. I Was fooling around the attributes in the eden editor under Multiplayer type and respawn sections. The mission now can run from the main play mission button however I have a new playable blufor unit in the Multiplayer lobby that I did not put into the mission nor does it show up when I play the mission from the editor play button. I can't find it on the map when I look for it in the editor. If I don't pick the unit the mission works fine from the Multiplayer lobby and the unit does not show up on the switchable unit list while in the misison. If I disable that unit from the lobby the mission works fine as well. Now if I pick the unit to start the mission the game ends like it did before following the start of the mission and I get a mission completion. This is what I found when looking in the mission file I have no clue how and why this is here. type="B_officer_F"; class Entities { items=1; class Item0 { dataType="Group"; side="West"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={7252.2656,31.029945,6770.2554}; }; side="West"; flags=7; class Attributes { isPlayer=1; }; id=1; type="B_officer_F"; }; }; class Attributes { }; id=0; }; }; }; I hope you understand what I am saying now this is driving me F nuts. I thing this is going to drive me nuts for sure. I can't even delete it from the map because I never put it down I only have CUP units in the mission. But the mission Now works from the MP lobby but I want to know why. Avibird. Share this post Link to post Share on other sites
pierremgi 4900 Posted April 17, 2018 Extra playable unit happened to me also, recently on a mission but disappear after some changes. As sometimes I placed extra units for tests, I figured out it was another "old" test but I'm not surprised by your comment. I guess some BI feature, or a mod added this unit, probably in [0,0,0] or below ground, as you can add some logic for modules or else. The fact it's playable is probably unwanted. I don't have your kind of problem, avoiding respawn on start and waiting for any player before any script for end. I always use the mission editor, but I need to respawnOnStart = 0 in description.ext because it's missing in 3den. If all your playable units (can) start as civilian, obviously, you need to add a condition like {side _x == WEST} count allPlayers > 0 in your trigger end. (example). Share this post Link to post Share on other sites
avibird 1 36 Posted April 17, 2018 @pierremgi thanks for the reply but still very weird stuff going on. The unit was not put down by me by accident for test purposes. The unit does not show up in the eden editor sidebar nor can you see the unit visually on the map. According to my mission file it is located in this position. position[]={7252.2656,31.029945,6770.2554. When I deleted the entire entry from the mission file the one I posted above the one that starts with class Entities the whole mission gets broken and my game crashes. Only four playable units are civilians that switch to Blufor side. Maybe it has something to do with the mission starts out player-versus-player then switches to full Co-op after six minutes when the playable civilian switch to Blufor side through a radio trigger. I need to check out my description file to what the respawnOnStart is set to. Avibird I think this has something to do with the game engine itself and not user error like usual lol. Share this post Link to post Share on other sites
avibird 1 36 Posted April 18, 2018 It's an issue with the Eden editor attributes with some type of conflict with the description.SQF You can add things into the mission setup through the Eden description and units themselves. Class customAttributes is placed down by the Eden and I have class intro and double class entities and the invisible unit is within this the first class entities. If I try to remove the entry block of code from the first class entities the mission is not Eden ready. The mission is blue in the mission list and if I remove all the extra things the game crashes but if I remove only the //type="B_officer_F"; The mission works I do not see the unit in the role assignment menu but I do get an error message at the start of the game lol I want to be able to remove this error as well I am very confused on what's going on I really wish somebody could help ? Share this post Link to post Share on other sites
avibird 1 36 Posted April 18, 2018 Dilemma solved. I do feel like a complete idiot and Arma noob lol. It was user error as usual in my case Somehow I placed down a unit in the intro section of the map without my knowledge. This was causing all my issues with the mission ending right from the start only when attempting the mission from the main play button and not the editor preview play. I have no idea why this causes this issue but I don't really care now lol I will never get back 3 days of my life trying to figure this s*** out. But it does bring up a good point that I would like feedback on. What is the best way to introduce things into the mission through the description file or the Eden editor. Since you can put information change things through both. Have a blessed day now back to the editor to complete this mission ? Share this post Link to post Share on other sites