Jump to content
Sign in to follow this  
dmay

Multiplayer thing still stupid

Recommended Posts

See my previous post 'stupid multiplayer thing'

and 'OFP FADE'ing away?' was in Troubleshooting (seems to have been deleted for some strange reason)

I gave up using a script to trigger messages etc when launching a scud because because I just can't get the client PC to do what the server PC is doing. I've read all about publicvariables but don't know what to do with it.

Now though I have this, it's very simple but it doesn't work, and from what I've read: triggers, waypoints etc are multiplayer friendly and do work without error.

One scud called scud1, one trigger with the following in the condition field:

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">? scudState scud1>4<span id='postcolor'>

and this in the On Activation field:

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">hint "scud launched!"<span id='postcolor'>

Very simple you might say, player gets in scud launches the missle and the hint message appears to both players. Wrong, the message shows on the server and anything else I care to add to the On Activation field but not the client, that is until I exit the vehicle at which point the message appears on the client PC.

The only way round this is to exit the scud the second it is launched. But why, since I'm not using a script surely I don't need to bother with PublicVariables?

I also have a flag script that works on the server not on the client what can I put in this to make it work on the client too?

script is "flags.sqs"

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">#start

~1

timer = timer + 1

OwnerOfEastFlags = flagowner ghflag

OwnerOfWestFlags = flagowner dmflag

?(_OwnerOfWestFlags == OwnerOfWestFlags):goto "start"

?(_OwnerOfEastFlags == OwnerOfEastFlags):goto "start"

_OwnerOfEastFlags = OwnerOfEastFlags

_OwnerOfWestFlags = OwnerOfWestFlags

SideOfEastFlags = side OwnerOfEastFlags

SideOfWestFlags = side OwnerOfWestFlags

?(SideOfeastFlags == West): goto "west"

?(SideOfwestFlags == East): goto "east"

goto "start"

#east

hint "GRAHAM HAS TAKEN DANIEL'S FLAG!"

scud1 lock false

goto "start"

#west

hint "DANIEL HAS TAKEN GRAHAM'S FLAG!"

scud2 lock false

goto "start"<span id='postcolor'>

I de-PBO'ed some of the original MP missions by BIS but these are way over my head.

I added a Game Logic to the map called server.

A trigger set to true with </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">server exec "flags.sqs"<span id='postcolor'> as the activation.

And no this isn't a FADE problem anymore, to different versions of the game I'm using (two different CD's and CD Key's.)

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×