Kill_Tha_Playah 1 Posted August 14, 2018 Hello fellow editors, Im working now for hours on a simple script that must activate a trigger. It works fine on my localhost, but not on my server. I can't get it to work. Could you please take a look at it and help me out. There are probatly hunderds of topics about this subject, but I seached for hours and can't figger it out. (Noob :P) ------------------------------------------------------------------------------------------ Talk script: // Quick animation. titleText ["You: You are not allow to stand here, please move back to the barrier","PLAIN DOWN"]; 10; sleep 8; titleText ["Civilian: Alright, ill go.","PLAIN DOWN"]; 10; Civbar1=true; _gen = _this select 0; _caller = _this select 1; _id = _this select 2; _gen playmove "AidlPercSnonWnonDnon_talk1"; ------------------------------------------------------------------------------------------ initServer: // ============= Variables Civbar1 = false publicVariable "Civbar1"; Civbar2 = false publicVariable "Civbar2"; Civbar3 = false publicVariable "Civbar3"; ------------------------------------------------------------------------------------------ Trigger: variable name: Civbar1 Condition: Civbar1 on Act: rocivbar1 enableAI "move"; rocivbar2 enableAI "move"; rocivbar3 enableAI "move"; trigger has a waypoint activation set ------------------------------------------------------------------------------------------ Civilian: variable name: rocivbar1 init: talk1 = this addaction ["Tell civilians to move behind barrier","Scripts\interaction\Civi\CivBar1.sqf"]; 1 Share this post Link to post Share on other sites
gokitty1199 225 Posted August 14, 2018 when you host, your literally the server so you have access and can see everything going on. when you host dedicated then you are a client just like everybody else. what exactly is the issue your having though? Share this post Link to post Share on other sites
Kill_Tha_Playah 1 Posted August 14, 2018 4 minutes ago, gokitty1199 said: when you host, your literally the server so you have access and can see everything going on. when you host dedicated then you are a client just like everybody else. what exactly is the issue your having though? When I host this mission on a dedicated server, and myself as a client, the trigger won't work. The talkscript works fine, but when the script ends, Civbar1=true; will be activated and should the trigger let it walk to the next waypoint. Share this post Link to post Share on other sites
gokitty1199 225 Posted August 14, 2018 36 minutes ago, Mr.Price said: When I host this mission on a dedicated server, and myself as a client, the trigger won't work. The talkscript works fine, but when the script ends, Civbar1=true; will be activated and should the trigger let it walk to the next waypoint. whats inside of the public variable event handler for Civbar1? also if its for a waypoint, why dont you use publicVariableServer and put the event handler on the server. read on publicVariable, it sends on all clients. you only need it on the server https://community.bistudio.com/wiki/publicVariable Share this post Link to post Share on other sites
Kill_Tha_Playah 1 Posted August 15, 2018 I´ve no clue how to use publicVariables or server ones. could you please give me an example? Share this post Link to post Share on other sites
gokitty1199 225 Posted August 15, 2018 7 hours ago, Mr.Price said: I´ve no clue how to use publicVariables or server ones. could you please give me an example? your using publicVariable already, publicVariableServer runs only on the server. for example here if you have this variable event handler on the server "runThis" addPublicVariableEventHandler { (_this select 1) params ["_message"]; _message remoteExec ["hint", 0, true]; }; then you have this on someones client runThis = "This is my message"; publicVariableServer "runThis"; when the publicVariableServer runs, it sends This is my message to the publicVariableEVentHandler and then it hints This is my message to everyone on the server. for a video tut, go to tutorial 6 1 Share this post Link to post Share on other sites
Larrow 2822 Posted August 16, 2018 //Civilian: //variable name: rocivbar1 //Stop the AI from moving so they cannot follow their waypoint this disableAI "move"; //Add talk action talk1 = this addAction ["Tell civilians to move behind barrier",{ //Spawn some code so we can sleep _thread = _this spawn { params[ "_target" ]; //Show player who uses action title texts titleText ["You: You are not allow to stand here, please move back to the barrier","PLAIN DOWN"]; 10; sleep 8; titleText ["Civilian: Alright, ill go.","PLAIN DOWN"]; 10; //ExecVM the script where the AI that this action is on is local [ _this, "Scripts\interaction\Civi\CivBar1.sqf" ] remoteExec[ "BIS_fnc_execVM", _target ]; }; }]; //Scripts\interaction\Civi\CivBar1.sqf //Passed addAction params params[ "_target", "_caller", "_ID", "_args" ]; //Play animation, as playMove is AL( Argument Local ) EG( Effect Global ) //AI is the Argument so must be played where they are Local //The Effect is the animation, as it is Global everyone will see it _target playMove "AidlPercSnonWnonDnon_talk1"; //Enable AI move so he will follow his waypoint //Again this command is AL EG _target enableAI "move"; //Remove the action from all clients and JIP( because it is added in the AI's init ) [ _target, _id ] remoteExec[ "removeAction", 0, _target ]; No trigger needed. The fact that they have their Move disable will stop them from following their waypoint. TEST_MISSION 2 1 Share this post Link to post Share on other sites