priglmeier 1 Posted 18 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 1 Posted 18 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 1 Posted 17 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 17 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 17 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 1 Posted 16 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 1 Posted 16 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 1 Posted 14 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
pierremgi 4898 Posted 4 hours ago The issue comes with markers. At least your randomization should have this syntax: private _marker_spawns = ["splarge01","splarge02","splarge03","splarge04","splarge05","splarge06","splarge07","splarge08","splarge09","splarge10","splarge11","splarge12"]; private _attackers = createGroup EAST; private _groupPos = getMarkerPos selectRandom _marker_spawns; private "_fighter"; { _fighter = _attackers createUnit [_x, _groupPos, [], 0, "FORM"]; [_fighter] joinSilent _attakers; } forEach ["O_Soldier_SL_F","O_Soldier_A_F","O_Soldier_AR_F"]; - markers' names are strings and you need to refer to marker position (in this case); - I added _groupPos for selecting at random a position for the whole group, not each separate unit (as you did); - selecRandom is faster than the function. Anyway, you can have multiple groups on the same marker. If you want to randomize and never add groups on same marker, use deleteAt command; - use private variables (_underscored) each time you can. Global variables should be an exception for sharing data between scripts when it's hard to use parameters; - here, _fighter as handle for createUnit, is not useful if you don't add lines for working on it. I added a joinSilent line because, my experience, _fighter can stay sometimes CIVILIAN, especially in MP; - run the code on server only (avoid duplication in MP); - "FORM" is same as "NONE". No interest. If you need a specific formation apply it on group. Share this post Link to post Share on other sites