priglmeier 0 Posted 9 hours ago I have a tested and working trigger that spawns enemy units. At least it works in a VR room and I did have it working in Eden in SP... now I question my sanity here. 🙂 When I tested this in Eden in SP mode, MP or on the dedicated server I get black map markers which are tagged as "Seek and Destroy" with a black upside down V icon??? No idea why. I thought perhaps I needed to change the script exec to global or server only in the trigger, but that had no positive effect either. Very odd. @Gunter Severloh got any thoughts? Thanks Trigger is basic and is synced to a Warlords Sector. (I have also tried just having it as a stand alone trigger) Any Player Present and null=execVM "SpawnEnemyUnitsLarge.sqf"; The basic script is doing very simple tasks: // DETECT player's side and deploy 20 opposing units // SWITCH COMMAND - Checks if the given parameter matches any case. // Trigger conditions,: set it to OPFOR/BLUFOR and Present // // Local execution for trigger: // null=execVM "SpawnEnemyUnitsLarge.sqf"; ... switch (playerSide) do { case west: { systemChat "You are BLUFOR - WEST --> Spawn EAST OPFOR units"; attackers = createGroup EAST; fighters = attackers createUnit ["O_Soldier_SL_F", (marker_spawns) call BIS_fnc_selectRandom, [], 0, "FORM"]; fighters = attackers createUnit ["O_Soldier_A_F", (marker_spawns) call BIS_fnc_selectRandom, [], 0, "FORM"]; fighters = attackers createUnit ["O_Soldier_AR_F", (marker_spawns) call BIS_fnc_selectRandom, [], 0, "FORM"]; ... and so on Share this post Link to post Share on other sites
priglmeier 0 Posted 8 hours ago Screenshot of Arma game map where the spawned units should be https://pasteboard.co/QDHRowMfBsA0.png Share this post Link to post Share on other sites
priglmeier 0 Posted 8 hours ago This shows the seek and destry when hovered over on the map.https://pasteboard.co/mPymoKigJUuN.png Share this post Link to post Share on other sites
Play3r 147 Posted 7 hours ago The Black dot is a WP for the unit. Try to go to spector function and then find a unit that you have spawned, then press M and you will see the same, that unit will follow them. Share this post Link to post Share on other sites
pierremgi 4898 Posted 7 hours ago It seems to be an Arma engine behavior. If that could help, I avoid this issue with my spawning patrols, or group Attack, or taxi... modules , so each time I'm adding a waypoint by addWaypoint command: ex.: _wp = _grp addWaypoint [_dest,0]; just adding this line in script: _wp showWaypoint "NEVER"; Share this post Link to post Share on other sites
priglmeier 0 Posted 6 hours ago The units do not appear in the game in SP or server. Only on the map. In a test VR room with a single player and the trigger point - script it works 100%. The units are spawned and are visible in the game and will begin shooting back. Share this post Link to post Share on other sites
priglmeier 0 Posted 6 hours ago These are not linked to any waypoints. Trigger is basic and is synced to a Warlords Sector. (I have also tried just having it as a stand alone trigger - not synced) Any Player Present and null=execVM "SpawnEnemyUnitsLarge.sqf"; So the issue is: The script runs. No errors on screen or in the logs. The units do not appears to be spawning properly in SP or server games now. I only see the map markers where they should be spawning. Share this post Link to post Share on other sites
priglmeier 0 Posted 4 hours ago So in testing I was using only a single spawn. In the game I was using this for each trigger spawn point aka "splarge##": marker_spawns = [splarge01,splarge02,splarge03,splarge04,splarge05,splarge06,splarge07,splarge08,splarge09,splarge10,splarge11,splarge12]; Apparently this is an issue, since it does not work the same as: marker_spawns = [splarge01]; Not sure why SQF doesn't like this? No errors in the game or logs. It works some times in a test with a separate trigger. Doesn't seem consistent at all in the game ... I thought I figured this out but ??? Share this post Link to post Share on other sites