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miguel_roman_96@hotmail.com

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About miguel_roman_96@hotmail.com

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  1. miguel_roman_96@hotmail.com

    Multiplayer Animated briefing

    I figured it out, still, thank you very much, I managed to make it work!
  2. miguel_roman_96@hotmail.com

    Multiplayer Animated briefing

    hey man, How are you? Just wanted to ask you something. I already opened the function as you said, and as we thought there was a command that turned the marker into Global. I already changed it to the LOCAL version. However, I did all that in a SQF document, in which i pasted the whole function with the changes. How should I do now to save it as a new fuction that i can call when i want? Thank you very much. NVMD, i figured out, and it works perfectly. Thank you so much, now i can do the tac ops briefings in multiplayer dedicated servers!
  3. miguel_roman_96@hotmail.com

    Multiplayer Animated briefing

    thank you so much, I forgot the obvious, already have been 5 days non stop trying to solve that. Sorry hahahaha. I think i am gonna take a break of a couple of days to rest my mind.
  4. miguel_roman_96@hotmail.com

    Multiplayer Animated briefing

    how can I open the function?
  5. miguel_roman_96@hotmail.com

    Multiplayer Animated briefing

    Ok, the problem is that the functions that are used to move the markers are argument global and effects global. And as far as I read in the wiki (the local markers page) it says this: "Local markers have own set of local commands "xxmarkerxxLocal" to work with. If you use global marker command on a local marker, the local marker will become global marker." my question is: Is BIS_fnc_cancelMarker (an example of the multiple functions) considered a global marker command? Does it change the local markers to global? If yes, how can I make it to stay in local (the markers)? Is it something related to remoteExec a solution? My next idea was to use something similar in the movements of markers: ["nato1",(getMarkerPos "avance1"),4] remoteExec ["call BIS_fnc_moveMarker", -2, JIP]; But idk if it is gonna work. Anyway, thank you all for the help.
  6. miguel_roman_96@hotmail.com

    Multiplayer Animated briefing

    I think it is more related to the fact that the markers are set on global, and even if i create them locally, any interaction with them will make them change their status to global again. Therefor, having the marker in global, while the desync clients try to run the code, make the marker to reset the movement everytime a person tries to make move the code. I am trying to make the marker stay locally.
  7. miguel_roman_96@hotmail.com

    Multiplayer Animated briefing

    ¿what do you mean by calling? i mean, I think I tried both, but i still have the desync
  8. miguel_roman_96@hotmail.com

    Animated Opening

    ¿does it works in multiplayer in dedicated server?
  9. miguel_roman_96@hotmail.com

    Multiplayer Animated briefing

    Hello guys, i have been trying to set up an animated briefing for one of my multiplayer games. this animated briefing was introduced with the arma 3 spec ops dlc (https://community.bistudio.com/wiki/Arma_3_Animated_Briefing#Map_and_Marker_Functions). In single player it goes perfectly. However, in a dedicated server it works very desyncronized. I already tried to execute the document in the InitPlayerLocal. In there there is a line that execute the sqf where all the intro is stored. I even created one by one locally the markers. How ever, it still gives desync, even when it should all be executed in each client. Here is the script: I have tried several things and I still get the desync. Could someone help me? Thank you very much.
  10. miguel_roman_96@hotmail.com

    Iron Front in Arm3 LITE - preview versions

    ohhhh, Thank you very much!!!!!
  11. miguel_roman_96@hotmail.com

    Iron Front in Arm3 LITE - preview versions

    I can t find where... Do I have to right click on the units or on the plane?
  12. miguel_roman_96@hotmail.com

    Iron Front in Arm3 LITE - preview versions

    hi, I m getting some troubles with the c-47. I don't know why when I put some units inside the plane, instead of apearing sitting down, they appear standing up, and even If we have the option to sit down, once we press it, it doesn t do anything. any idea on what is happening?
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