semiconductor 309 Posted July 19, 2020 Hey guys! I've made a custom explosive - a tripwire flare mine - which is basically re-configured APERS Tripwire mine. Problem is, on the dedicated server the explosion sounds and effects are seemingly localized to the server and don't appear on clients. This issues applies only to mines placed in editor and only on dedicated server, mines placed by a player after mission start work just fine on dedicated. Here are the mod configs: https://github.com/Cambusta/Tripflare/tree/ac85b64d9e171bbd6efd6c0ed569b8f14b748e6d The mod on SW: https://steamcommunity.com/sharedfiles/filedetails/?id=2166493362 I'm really confused with that one as the config is really tiny and just changing a few values of APERS mines that are working fine. It appears that RHS dealt with exactly this problem before: http://feedback.rhsmods.org/view.php?id=4331 but I've skimmed over their configs and don't really see that much of a difference, aside from that they're inherit from MineBase instead of APERSTripMine. Any help will be appreciated! Share this post Link to post Share on other sites
Jackal326 1182 Posted July 21, 2020 On 7/19/2020 at 3:12 PM, semiconductor said: ...I've skimmed over their configs and don't really see that much of a difference, aside from that they're inherit from MineBase instead of APERSTripMine.... Maybe you've answered your own question. Try inheriting from MineBase instead and add any other relevant info that you'd need from the APERSTripMine class. Its ArmA, not a lot make sense so that might work... Share this post Link to post Share on other sites
semiconductor 309 Posted July 23, 2020 After a bit of experimenting I've ended up moving the firing sounds to the script that's called when mine is triggered (which I had for other purposes). From what I can tell, RHS took the same approach. Less than ideal but it worked right off the bat. Share this post Link to post Share on other sites