thirith 27 Posted March 7, 2021 I'm using the code below in a waypoint completion script. It plays when a unit has boarded a transport helicopter, playing a "Go, go go!" sound originating from the unit. This works fine when I play the mission from the editor or on a non-dedicated server, but last weekend we tried it out on a dedicated server and the "Go, go, go!" didn't play. if (isServer) then { call { [] spawn { playSound3D ["A3\dubbing_f_beta\firing_drills\Timing\firing_drills_timing_ROF_4.ogg", passengerGreen1]; sleep .32; playSound3D ["A3\dubbing_f_beta\firing_drills\Timing\firing_drills_timing_ROF_4.ogg", passengerRed2]; sleep .32; playSound3D ["A3\dubbing_f_beta\firing_drills\Timing\firing_drills_timing_ROF_4.ogg", passengerRed2] }; }; }; Any idea what the problem might be? (To be honest, I don't work with call or spawn very often, and this is code that I originally wrote years ago but never tried on a dedicated server, so I wouldn't remember why I went for the call/spawn combo, in case this is what causes the problem.) Share this post Link to post Share on other sites
gc8 970 Posted March 7, 2021 it's not because of the call/spawn. though I don't understand why you have that call there? oh and make sure the passengerGreen1 etc are defined in server Share this post Link to post Share on other sites
thirith 27 Posted March 7, 2021 I agree with you about the call; I put it in there for a reason, probably because someone told me to, or because I read it somewhere, but I can't remember what that reason was - as I said, this was years ago, and unfortunately I don't script on a regular basis. The variables and names are definitely defined in server, because they're also used for different scripts. The only bits of script that I actively noticed not working were the playSound3D ones. Share this post Link to post Share on other sites