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DevilDawn

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About DevilDawn

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  1. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Do the new create commands let you create objects? Â If you could create a real lamppost that would of course be a much better solution...<span id='postcolor'> You can create Buildings with createVehicle, but AFAIK no StreetLamps (light1 = "StreetLamp" createVehicle [...]). "StreetLamp" seems to be outside of the regular OFP Object Tree. I would like BI to make some Light Objects in the Future, because at night it is really dark at some Bases; and I don't want any inofficial AddOns like the "StreetLamp" AddOn.
  2. Sorry for double-posting, I discovered this Thread later. Furthermore, one of my issues is not MP-related. Quote from http://www.flashpoint1985.com/cgi-bin....ic=2394 : Greets. I have some Probs with createUnit when editing Missions. First one: Build a Trigger which, when activated, creates a Soldier in any group and set a variable to "true". Build another Trigger which react when set variable above is "true". The second Trigger will never activate, unless the created Soldier is the last possible member in the group (i.e. th 12th soldier). If you set the variable first and then create the Soldier everything seems to work fine. This indicates an internal problem with createUnit. Second (and much more severe): I have changed some MP missions for use with createUnit. Enemies are now dynamically created when they're needed. This works fine in preview and on a local (non-dedicated) server. Bur on a dedicated server OFP sometimes crashes back to desktop without error if the dynamically created enemies are killed. I would say there is a severe bug in createUnit which makes it totally useless for MP missions (which is really sad, 'cause MP missions with lots of enemies reduce Server FPS drastically). Has someone else noticed this behaviour? Was someone else able to resolve this issue? May the OFP Dev Team take a look at the code again and comment my observations? TIA, DevilDawn[JSOD 85th] (End of Quote)
  3. DevilDawn

    createUnit severe problems

    Greets. I have some Probs with createUnit when editing Missions. First one: Build a Trigger which, when activated, creates a Soldier in any group and set a variable to "true". Build another Trigger which react when set variable above is "true". The second Trigger will never activate, unless the created Soldier is the last possible member in the group (i.e. th 12th soldier). If you set the variable first and then create the Soldier everything seems to work fine. This indicates an internal problem with createUnit. Second (and much more severe): I have changed some MP missions for use with createUnit. Enemies are now dynamically created when they're needed. This works fine in preview and on a local (non-dedicated) server. Bur on a dedicated server OFP sometimes crashes back to desktop without error if the dynamically created enemies are killed. I would say there is a severe bug in createUnit which makes it totally useless for MP missions (which is really sad, 'cause MP missions with lots of enemies reduce Server FPS drastically). Has someone else noticed this behaviour? Was someone else able to resolve this issue? May the OFP Dev Team take a look at the code again and comment my observations? TIA, DevilDawn[JSOD 85th]
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