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CaptGroovy

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About CaptGroovy

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  1. Long time reader of forums first time poster. This has been driving me up a wall for a while, I'm trying to figure out how to use "addMissionEventHandler ["eachFrame", {" properly when scripting for multiplayer missions. As it stands right now I'm using the following bit of code to make an empty prop object (big1) move smoothly through the air during the outro to the mission. addMissionEventHandler ["eachFrame", { big1 setVelocityTransformation [getPosASLVisual big1, getPosASLVisual big1 vectorAdd [0,10,0],[0,10,0],[0,10,0],vectorDirVisual big1, vectorDirVisual big1, vectorUpVisual big1, vectorUpVisual big1, 0.1]}]; Its works great in single player, and in multiplayer the host sees the object moving during cut-scene, but client players just see a stationary object. The code is executed in outro.sqf which is executed when the final task trigger is activated. I've tried using "if (hasInterface) then {..." in attempt to get it to run client-side, but that doesn't seem to be the answer. How can I get all clients to see this? Or, If I'm barking up the wrong tree and there's a better way of doing this any help or hints would be greatly appreciated.
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