iV - Ghost 50 Posted May 30, 2018 I wanna make a script called by a addAction (local on executing pc) which spawns a minefield on a random marker placed in the editor. If I test in singleplayer everything seems ok. But if I test it on my dedicated server the task icon is on the correct place but my area marker (red ellipse with 45° stripes) isn't there. The file will be remoteExec ["execVM", 0, true] on every client and the server. Maybe somebody has a tip for me. My script as follow: Task_LM.sqf // VARIABLES private _randomMarker = iV_TaskMarkerLM deleteAt floor random (count iV_TaskMarkerLM); publicVariable "iV_TaskMarkerLM"; private _taskID = format ["T_%1", _randomMarker]; private _taskMarker = _randomMarker; private _taskTitle = localize "STR_iV_TaskTitle_Landmines"; private _taskDescription = localize "STR_iV_TaskDesc_Landmines"; private _taskMarkerType = "mine"; private _parentTask = "IDAP"; // CREATE PARENT AND CHILD TASK call iV_fnc_taskCreate; // CREATE MINES & MARKER ["M_TaskLM", getMarkerPos _randomMarker, 30, "APERSMine", [8, 9, 10]] call iV_fnc_minesCreate; // if (!isServer) exitWith {}; // TIMEOUT & TRIGGER END sleep 60; waitUntil { sleep 5; {mineActive _x && _x inArea "M_TaskLM"} count allMines < 6; // Value < 6 only for faster tests. Later == 0 }; // TASK SUCCEEDED if ({mineActive _x && _x inArea "M_TaskLM"} count allMines < 6) then { ["Succeeded"] call iV_fnc_taskState; deleteMarker "M_TaskLM"; // CHECK AMOUNT OF MARKERS & PUSHBACK TO ARRAY IF TRUE if ((count iV_TaskMarkerLM) > 0) then { iV_TasksIDAP pushBack "scripts\taskmanager\tasksIDAP\Task_LM.sqf"; publicVariable "iV_TasksIDAP"; }; }; I think the problem starts with _randomMarker. EDIT 1: initServer.sqf // LAND MINE MARKERS iV_TaskMarkerLM = [ "LM_1", "LM_2", "LM_3" ]; publicVariable "iV_TaskMarkerLM"; Share this post Link to post Share on other sites
gokitty1199 225 Posted May 30, 2018 maybe set the marker that you place via script or editor to a different shape? then get the shape and if its equal to the one placed in the editor then thats the one you placed via editor? Share this post Link to post Share on other sites
iV - Ghost 50 Posted May 30, 2018 Creating markers by code should work. But it would be much easier to placed the needed markers in the editor. If you wanna play on some new settings/areas you can drag the marker and play. Nothing more to do. And if I add a new map I can placed the markers on the wished ao's. This will save a lot of time! More functions for creating weapon boxes or hostages for find and bring back and some other tasks are existing. Need only a working way for detecting the editor placed marker in mulitplayer for creating a area of operations at this point. Share this post Link to post Share on other sites
iV - Ghost 50 Posted June 1, 2018 Nobody who can help me with my problem? I don't get it work in MP. I think a editor placed marker is local to everyone and the server. And if I'm using an array with all the variable names from the markers inside and making this as publicVariable everyone should use it. I can't understand why this doesn't working. Share this post Link to post Share on other sites
Grumpy Old Man 3547 Posted June 1, 2018 Why not work around it and use objects like flagpoles instead of markers? Just grab their positions and delete them upon mission start. Cheers Share this post Link to post Share on other sites
gokitty1199 225 Posted June 1, 2018 like stated above, set your editor placed markers of a different type or color from the script placed markers. then use a forEach to cycle through that array of markers, if the color or type equals the editor placed markers then add them to a separate array or whatever you want with it. Share this post Link to post Share on other sites
iV - Ghost 50 Posted June 1, 2018 I've tried now with BIS_fnc_randomPos but my editor placed marker called SM1 doesn't work too. private _randomPos = ["SM1"] call BIS_fnc_randomPos; Seems that editor placed markers not working this way. Really strange... Thx for the tips with the workarounds. I'll think a bit about it. Share this post Link to post Share on other sites