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Lumamorod

Waypoint behavior changes?

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I made a simple mission where a bunch of spetznats is droped by a Hind, attacks a base neutralizing the Vulcans, and then calls back the Hind from base in order to deal with some armored forces that come to rescue the base.

There is a second group of snipers near the base providing support.

I played this COOP with a friend on a LAN. What happens is that if i (who made the mission) play with the group that goes on the chopper, it behaves as predicted. If it happens to be my friend on the other computer to lead theis group, things start to behave strange:

first the chopper wont wait until its loaded with the group...

then it proceeds directly to the last waypoint bypassing a trigger (radio Alpha) and attacks the base, being subsequently shot down by the Vulcans.

I tried using the other computer (my friend's) as server. This time the cjhopper waited for the group to load, but after release, it still bypassed the trigger and attacked the base imediately.

Everything works fine if i lead the main group, or even if it is just composed of IA, and on my computer.

Any idea what may be causing this?

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ok, i may have made a bit of a mess trying to explain what the problem was...

Anyone knows of circumstances where units don't respect the assigned wp order and sincronisation?

Because it makes no sense to me that they work fine when i lead the group or i just leave it to the AI, and if a client is leading the group the AI cjhopper doesn't wait for him to load.

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