Danidan 17 Posted September 17, 2018 Hello, I have a problem and i can't understand. I have a tigger whit: Type: "none" Activation: "bluefor" Acxtivation Type: "Present" condition: this && {!alive obj1}; On activation: _m = createMarker ['destoy1',obj1]; _m setMarkerType 'mil_destroy'; _m setMarkerColor 'ColorBlue'; _m setMarkerText "Cache 1"; hint "Bluefor has destroyed the cache 1"; All work good and when the tigger is actived. But when i play on serveur and i deco reco this trigger reactivates the hint and sound. As if he was repeating himself? Thank you for the help! Share this post Link to post Share on other sites
Danidan 17 Posted September 17, 2018 Hello, I have find this solution with: deletevehicle_triggername; _m = createMarker ['destoy3',obj3]; _m setMarkerType 'mil_destroy'; _m setMarkerColor 'ColorBlue'; _m setMarkerText "Cache 3"; hint "Bluefor has destroyed the cache 3";playSound "Alarm";deletevehicle b3; But i must insert playsound on activation else trigger effects not work…? I have test on trigger activation check serveur only this work but the hint does not appear? Share this post Link to post Share on other sites
Mr H. 400 Posted September 17, 2018 'hint' and 'playsound' are commands with local effects, so if the trigger is only activated on the server and its code is only executed on the server (I suppose that's how it works when yout tick server only but am not 100% sure) a client will not see the hint neither will they see hear the sound on a dedicated server. Share this post Link to post Share on other sites
Danidan 17 Posted September 19, 2018 Ok, If I understand the hint sound executed on a machine? How do I run it on all players in games? I did tests last night and it worked once I think and after nothing .... Thank's! Share this post Link to post Share on other sites