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Lucky44

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Everything posted by Lucky44

  1. OK, so while I have your knowledge, can I go back to the original question? How should I use either remoteExec or BIS_fnc_MP to call a script to fire? Both in a trigger or from another script? -Really, what I'm looking for is a better explanation of the syntax for those two things; the wiki is not very clear to me! EDIT: I'm going to start a new thread to ask for some good explanation on these. https://forums.bistudio.com/topic/193288-a-better-explanation-of-bis-fnc-mp-and-remoteexec-please/
  2. (Honestly, I've spent the better part of an hour searching posts for help on this, and I've worked on this issue for a couple years, but I can't find anything clear enough for my thick head...) I understand the general ideas of locality. And I get the concept of BIS_fnc_MP (and remoteExec), but I'm still not really understanding the syntax in different situations. It's my understanding that BIS_fnc_MP and remoteExec are both viable still; if it's a big deal to use remoteExec over BIS_fnc_MP, let me know! If I want to addAction to an object at mission start, on a Dedi, I can run this, right? NameOfObjectToGetAction addAction ["Text displayed for scroll action", { [[[_this select 0], "scriptCalledByAction.sqf"], "BIS_fnc_ExecVM", true, true] call BIS_fnc_MP}]; Now I'm stuck trying to get some .sqf scripts to run at start and have them work for all clients. Here are some examples. Example 1: prepPlayers.sqf This script should do two things: move all players into an aircraft, and give them each a custom backpack using Zade_BOC to get the backpacks on their chests. if (!isServer) exitWith {}; //Move players into the aircraft: ===================================================================================== { //to avoid this happening for JIPs, check to see if the plane is still around if (!isNull _x) then { _x moveInCargo Plane1; }; } forEach [p1,p2,p3,p4,p5,p6,p7,p8,p9,p10,p11,p12]; //Give each unit a custom backpack -ON CHEST- based on role ================================================================================ //Squad Leader if (!isNull p1) then { [p1,"B_AssaultPack_blk",["itemMap","HLC_30rnd_556x45_SPR","HLC_30rnd_556x45_SPR","HLC_30rnd_556x45_SPR","HLC_30rnd_556x45_SPR","ACE_epinephrine","ACE_bloodIV_500","ACE_optic_MRCO_2D","ACE_EntrenchingTool","rhsusf_opscore_bk","NVGoggles_OPFOR"]] call Zade_BOC_FNC_AddChestBackpack; }; //Fire Team Leader if (!isNull p2) then { [p2,"B_AssaultPack_blk",["itemMap","HLC_30Rnd_9x19_SD_MP5","HLC_30Rnd_9x19_SD_MP5","HLC_30Rnd_9x19_SD_MP5","HLC_30Rnd_9x19_SD_MP5","ACE_epinephrine","ACE_bloodIV_500","ACE_EntrenchingTool","rhsusf_opscore_bk","NVGoggles_OPFOR"]] call Zade_BOC_FNC_AddChestBackpack; }; ---etc. for more units Here's what I'm trying in the init.sqf: [{execVM "scripts\prepPlayers.sqf"}, "BIS_fnc_execVM", false, false] call BIS_fnc_MP; But it's not working. It's putting the backpacks on players' chests, but they're not filled and they're not accessible like they should be. -This does work fine in SP. Any help with how to best implement/script these to work on a Dedicated server will be GREATly appreciated!
  3. OK, I assume you mean to put that in the initPlayerLocal, so that's what I tried. In SP, it worked (both moved into plane and gave gear), but it also threw an error. I was in the p1 slot, and it had "unknown variable" for p2. -Would you put a if (!isNil {_x}) on that?? In a dedi server, it was as before: it gives the BOC gear as desired, but it doesn't move the player into the plane. EDIT: I tried something. I put a trigger on the ground to detect BluFor Present (for 2 seconds). And in the On Act, I put if (!isNil "plane1") then {player moveInCargo plane1} The players start outside it and must walk into it. And it works on the dedi server. -Is this a bad approach to take? It's not the same as just starting the players in there, but I could change the time to zero (or 1?) and start the players in it??
  4. Wow, I appreciate your taking the time to help like this. Thanks. p1, p2,...p12 are the player units, placed on the map and named in their var name boxes. Yes, I'm running ACE3 and the ACE respawn module. Is that enough info? I don't see why we'd need to pvar them if they're units placed in the editor; knowing that's what they are, do you still think we need the loop to pvar them? I'll try it anyway. ----OK, I found the issue! at the end of your switch, you have }: and it needs to be }; I tested it on SP and it works right. But on the dedi server it now does the gear properly, but it isn't moving the player into the plane (plane1). This seems like a simple issue. Could it be something about the condition? The if (!isNil "plane1") ? (FWIW, when I tried executing this code if (!isNil "plane1") then { player moveInCargo plane1}; just in the debugging console, it worked and moved me into the plane. Hmm.
  5. Thanks, JWL, for taking the time to do that. I appreciate the explanation. I *thought* that it was getting executed every time a client joined, so it would move everyone to the plane and do their loadouts 1x/client. I was excited to see your revisions. So I tried your code, and it didn't work on a dedi server, to my surprise! (In SP, it loaded me into the plane, but it didn't give me the gear.) My only guess is that the _gear variable isn't set to private at the start of the script, but I don't think that would have this effect, would it? Any ideas why this wouldn't work? --Running in SP for more testing, with Show Script Errors, I found this error on start: undefined variable in expression: _gear Could there be something wrong with the syntax?
  6. Thanks, Kylania, for your insight and experience. I tried that, and part of it works and part didn't. Here's what I did: I moved the following into the initPlayerLocal.sqf: //Move players into the aircraft: ===================================================================================== if (!isNil "plane1") then { { if (!isNil {_x} ) then { _x moveInCargo plane1; }; } forEach [p1,p2,p3,p4,p5,p6,p7,p8,p9,p10,p11,p12]; } else {hint "PLANE IS GONE!"}; //Give each unit a custom backpack -ON CHEST- based on role ================================================================================ //Squad Leader if (!isNil "p1") then { [p1,"B_AssaultPack_blk",["itemMap","HLC_30rnd_556x45_SPR","HLC_30rnd_556x45_SPR","HLC_30rnd_556x45_SPR","HLC_30rnd_556x45_SPR","ACE_epinephrine","ACE_bloodIV_500","ACE_optic_MRCO_2D","ACE_EntrenchingTool","rhsusf_opscore_bk","NVGoggles_OPFOR"]] call Zade_BOC_FNC_AddChestBackpack; }; //Fire Team Leader if (!isNil "p2") then { [p2,"B_AssaultPack_blk",["itemMap","HLC_30Rnd_9x19_SD_MP5","HLC_30Rnd_9x19_SD_MP5","HLC_30Rnd_9x19_SD_MP5","HLC_30Rnd_9x19_SD_MP5","ACE_epinephrine","ACE_bloodIV_500","ACE_EntrenchingTool","rhsusf_opscore_bk","NVGoggles_OPFOR"]] call Zade_BOC_FNC_AddChestBackpack; }; //Fire Team Leader if (!isNil "p3") then { [p3,"B_AssaultPack_blk",["itemMap","HLC_30Rnd_9x19_SD_MP5","HLC_30Rnd_9x19_SD_MP5","HLC_30Rnd_9x19_SD_MP5","HLC_30Rnd_9x19_SD_MP5","ACE_epinephrine","ACE_bloodIV_500","ACE_EntrenchingTool","rhsusf_opscore_bk","NVGoggles_OPFOR"]] call Zade_BOC_FNC_AddChestBackpack; }; //Corpsman (medic) if (!isNil "p4") then { [p4,"B_AssaultPack_blk",["itemMap","HLC_30rnd_556x45_SPR","HLC_30rnd_556x45_SPR","HLC_30rnd_556x45_SPR","HLC_30rnd_556x45_SPR","ACE_epinephrine","ACE_epinephrine","ACE_epinephrine","ACE_epinephrine","ACE_epinephrine","ACE_epinephrine","ACE_epinephrine","ACE_bloodIV_500","ACE_epinephrine","ACE_bloodIV_500","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_optic_MRCO_2D","rhsusf_opscore_bk","NVGoggles_OPFOR"]] call Zade_BOC_FNC_AddChestBackpack; }; //Corpsman (medic) if (!isNil "p5") then { [p5,"B_AssaultPack_blk",["itemMap","HLC_30rnd_556x45_SPR","HLC_30rnd_556x45_SPR","HLC_30rnd_556x45_SPR","HLC_30rnd_556x45_SPR","ACE_epinephrine","ACE_epinephrine","ACE_epinephrine","ACE_epinephrine","ACE_epinephrine","ACE_epinephrine","ACE_epinephrine","ACE_bloodIV_500","ACE_epinephrine","ACE_bloodIV_500","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_optic_MRCO_2D","rhsusf_opscore_bk","NVGoggles_OPFOR"]] call Zade_BOC_FNC_AddChestBackpack; }; //Electronics Specialist if (!isNil "p6") then { [p6,"B_AssaultPack_blk",["itemMap","HLC_30rnd_556x45_SPR","HLC_30rnd_556x45_SPR","HLC_30rnd_556x45_SPR","HLC_30rnd_556x45_SPR","ACE_epinephrine","ACE_bloodIV_500","ACE_optic_MRCO_2D","ACE_wirecutter","rhsusf_opscore_bk","NVGoggles_OPFOR"]] call Zade_BOC_FNC_AddChestBackpack; }; //SAW Gunner if (!isNil "p7") then { [p7,"B_TacticalPack_blk",["itemMap","RHSUSF_200Rnd_556x45_soft_pouch","RHSUSF_200Rnd_556x45_soft_pouch","RHSUSF_200Rnd_556x45_soft_pouch","ACE_epinephrine","ACE_bloodIV_500","ACE_optic_MRCO_2D","rhsusf_opscore_bk","NVGoggles_OPFOR"]] call Zade_BOC_FNC_AddChestBackpack; }; //Designated Marksman if (!isNil "p8") then { [p8,"B_AssaultPack_blk",["itemMap","RHSUSF_20Rnd_762x51_m993_mag","RHSUSF_20Rnd_762x51_m993_mag","RHSUSF_20Rnd_762x51_m993_mag","RHSUSF_20Rnd_762x51_m993_mag","ACE_epinephrine","ACE_bloodIV_500","ACE_optic_MRCO_2D","ACE_EntrenchingTool","optic_nightstalker","rhsusf_opscore_bk","NVGoggles_OPFOR"]] call Zade_BOC_FNC_AddChestBackpack; }; //Demo Specialist if (!isNil "p9") then { [p9,"B_TacticalPack_blk",["itemMap","HLC_30Rnd_9x19_SD_MP5","HLC_30Rnd_9x19_SD_MP5","ACE_epinephrine","ACE_bloodIV_500","SatchelCharge_Remote_Mag","SatchelCharge_Remote_mag","ACE_wirecutter","rhsusf_opscore_bk","NVGoggles_OPFOR"]] call Zade_BOC_FNC_AddChestBackpack; }; //Operator (MP5) if (!isNil "p10") then { [p10,"B_AssaultPack_blk",["itemMap","HLC_30Rnd_9x19_SD_MP5","HLC_30Rnd_9x19_SD_MP5","HLC_30Rnd_9x19_SD_MP5","HLC_30Rnd_9x19_SD_MP5","HLC_30Rnd_9x19_SD_MP5","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_morphine","ACE_morphine","ACE_morphine","ACE_epinephrine","ACE_bloodIV_500","ACE_EntrenchingTool","rhsusf_opscore_bk","NVGoggles_OPFOR"]] call Zade_BOC_FNC_AddChestBackpack; }; //Operator (HK416) if (!isNil "p11") then { [p11,"B_AssaultPack_blk",["itemMap","HLC_30rnd_556x45_SPR","HLC_30rnd_556x45_SPR","HLC_30rnd_556x45_SPR","HLC_30rnd_556x45_SPR","HLC_30rnd_556x45_SPR","HLC_30rnd_556x45_SPR","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_morphine","ACE_morphine","ACE_morphine","ACE_epinephrine","ACE_bloodIV_500","ACE_optic_MRCO_2D","ACE_EntrenchingTool","rhsusf_opscore_bk","NVGoggles_OPFOR"]] call Zade_BOC_FNC_AddChestBackpack; }; //Operator (HK416) if (!isNil "p12") then { [p12,"B_AssaultPack_blk",["itemMap","HLC_30rnd_556x45_SPR","HLC_30rnd_556x45_SPR","HLC_30rnd_556x45_SPR","HLC_30rnd_556x45_SPR","HLC_30rnd_556x45_SPR","HLC_30rnd_556x45_SPR","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_FieldDressing","ACE_morphine","ACE_morphine","ACE_morphine","ACE_epinephrine","ACE_bloodIV_500","ACE_optic_MRCO_2D","ACE_EntrenchingTool","rhsusf_opscore_bk","NVGoggles_OPFOR"]] call Zade_BOC_FNC_AddChestBackpack; }; And the Zade_BOC stuff worked (it put custom backpacks on units chests, as expected). But the moveInCargo to plane1 didn't work. Is my check to make sure the plane still exists bad? (I am doing that so that if players JIP in, and the plane is gone, they don't get errors.) Is the syntax right for the !isNil check on {_x} in the forEach? EDIT: it seems to be putting 1 backpack on each player's chest PER CLIENT. What's the best way to fix that? I'd also like to ask how to simply call a .sqf script using remoteExec via a trigger or on an object's init box, but first things first.
  7. Thanks, Benargee and mdcclxxvi. Ben, you said use: ["scripts\prepPlayers.sqf", "BIS_fnc_execVM", false, false] call BIS_fnc_MP; But shouldn't it be wrapped differently? I have seen something like [[[], "scripts\prepPlayers.sqf"], "BIS_fnc_execVM", false,false] call BIS_fnc_MP; mdcclxxvi, how would you write it using remoteExec, then?
  8. Thanks for the reply, bigpoppablunts, but it's not really defunct. remoteExec is just more processor friendly/efficient, if I understand right. But if you know how to do what I'm trying to do with remoteExec, I'm all ears!
  9. Test the first version for yourself if you doubt me. (BISwiki is far from perfect...) But I tried this: {alive _x && _x inArea thisTrigger} count allPlayers == {alive _x} count allPlayers and it works great. It works if I have two players in one boat or two players in two boats. And it didn't fire if only one player entered and the other was not in the trigger. Thanks very much for the help!
  10. This is something that I've always fudged around in the past. But I know there's a way to do it; the scripting is just beyond me. What I want to do is end a mission when ALL THE PLAYERS have reached a trigger zone, if they are in vehicles or not. I was trying to use this in the trigger's Condition Box: {vehicle _x != player} count thislist >= (west countside allunits); But I think that's counting vehicles, not players. ?? I also tried making an array of all the vehicles in the trigger zone, then counting players in the crew of the vehicles, but I think I didn't code it right. Any suggestions?
  11. Thanks for the quick response. I appreciate seeing both approaches (HC and non-HC). I tried the non-HC one, but it doesn't work when I have two players, both in the same boat, enter the trigger zone. I think this is the central challenge: that when you have players in vehicles, it doesn't count them right in thisList. Any ideas??
  12. I'm using the Summer Chernarus map, KK, and at least some of the bridges are destructible. Just have to test to see.
  13. I'm trying to figure out how to detect if a bridge (on a map) has been destroyed (getting the damage level of the bridge). In Arma 2, you could toggle on the objects ID#s in the editor. I don't see a way to do that in the Eden editor; am I missing it? I'd like to be able to do this on BIS Arma 3 maps, BIS Arma 2 maps (using CUP), and 3rd party maps, if possible. What are the options for detecting the damage level of a bridge or building object that is part of the map?
  14. Thanks, AZCoder. I was able to take what they said in that thread and put this together. Step A: Create a name for the bridge I want to check for damage. (Could be a building too.) Get in game near the bridge/building/etc. you want to work with. Look at the bridge. Open the Debug Console (via ESC). In the bottom half, there's a box under the word Watch: and in that box, type: typeof nearestObject screenToWorld getMousePosition That will start immediate reporting of the object your cursor is on to the screen. It's a little wonky, but play with it and it'll work. Copy down that className. In my case, the bridge was "Land_rails_bridge_40" Step B: Create a name for the bridge and create a trigger to watch for damage to it. Place a Game Logic object and in the Variable Name block, give it a name (e.g., logic1 or BridgeLogic or whatever) In the init box of the Game Logic, put this: bridge1 = nearestObject [getPos logic1, "Land_rails_bridge_40"]; but broken down as follows: bridge1 is the name I'm going to use for the nearest bridge to the Game Logic. You can use whatever name you want, but remember it for the trigger coming up. logic1 is the name I gave to the Game Logic. You can use something else (from Step A above). "Land_rails_bridge_40" is the className of the bridge in my case. Yours could be a building, a different bridge type, etc. Close that and create a new Trigger. The only fields to touch are Condition and On Activation. In Condition, put this: (damage bridge1) >= 1 (That will check the damage on the bridge, and if it's 100%, the condition will fire the trigger) For the On Activation, you can put whatever you want to happen when the trigger fires, and it can be multiple things. To test it, I just put Hint "Bridge is down!"; You can have Task objectives be completed, etc., etc. That's all there is to it.
  15. I'm looking for scripting advice from those who know (and understand) more about sqf than I do. I'm trying to have map triggers initialize the movement of moving targets, like the "Target_Popup_Moving_F". The problem I'm having is getting the movement to work properly on each client on a dedicated server. The code works fine on SP, but on dedi or hosted, clients don't see the proper movement of the targets. Usually, it seems like the target doesn't move at all, then when the movement should be ended, the target teleports to the end position (on the clients). Here's what I'm doing. I have a function, fn_MovingTargetOnce, in a script called movTarOnce1.sqf, (in a folder called scripts) which looks like this: /* This function can be used by putting the following in moving target's Init: handle = [tar2,((direction tar2) + 0),10,0.1,.3] spawn fn_MovingTargetOnce; where tar2 is the name of the moving target. Other parameters below. ---->Note: target animationPhase 1 is down, and animationPhase 0 is up. */ fn_MovingTargetOnce = { private ["_target","_distance","_speed","_dir"]; if (!isServer) exitWith {}; _target = _this select 0; _dir = _this select 1; // direction of travel (and opposite) _distance = _this select 2; // how far to travel in each direction _speed = _this select 3; // speed of movement _pause = _this select 4; // pause at either end sleep _pause; for "_i" from 0 to _distance/_speed do { _target setPos [ (position _target select 0) + ((sin (_dir)))*_speed, (position _target select 1) + ((cos (_dir)))*_speed, 0 ]; sleep 0.01; }; sleep 0.05; }; And I'm initializing that in the init.sqf like this: execVM "scripts\movTarOnce1.sqf"; // set up the function for moving targets once I've tried using BIS_fnc_MP in the trigger's onActivation, like this: [[tar2,((direction tar2) + 0),10,0.1,.01],"fn_MovingTargetOnce"] call BIS_fnc_MP; And I've tried using remoteExec in the trigger's onActivation like this: [tar2,((direction tar2) + 0),10,0.1,.01] remoteExec ["fn_MovingTargetOnce"] ; But neither work on the clients. -I'm probably just not understanding remoteExec completely, so any insight will be VERY welcome.
  16. OK, last request: does anyone know how to make moving popup targets work in MP (on dedi server) ?
  17. I guess I use these the most: BIS_fnc_selectRandom BIS_fnc_MP / BIS_fnc_remoteExec (especially if I can get it to work for moving popup targets!) bis_fnc_dynamicText BIS_fnc_inString I'd like to see: BIS_fnc_forceServerToUseAllCores ;)
  18. I'm still eager for help on this. My current question is whether a script that's trying to move an object over the network 100 times per second could create problems since the netcode isn't getting sent that often. Does that seem accurate? If so, is there a solution? Would moving the object at a slower rate, more like 20 times per second, help?
  19. EDIT: I'm starting a new thread in Mission Editing and Scripting because I think it will help others once this is straightened out. Thanks for the effort, all. If I understand right, reveal is no help, though. That's for giving information about a uni/object to another unit. I'm talking about targets like "target_popup_moving_90deg_f" and "target_popup2_moving_f", for rifle ranges and shoot houses. The "odd results" I described is that the moving target doesn't move or instead of moving smoothly it "snaps" to the end point, in MP, while it does fine in SP. That's why I am guessing that remoteExec is going to help. I'm a noob with remoteExec, though. Here's a guess at what I would think it should be. Using the function defined in my first post, this: [tar2,((direction tar2) + 0),10,0.1,.3] remoteExec ["fn_MovingTargetOnce"]; But that doesn't work in MP either. Let me clarify a few things. In the init.sqf, I'm running this to initialize the function fn_MovingTargetOnce: execVM "scripts\movTarOnce1.sqf"; // set up the function for moving targets (1x) And, to put it all in once place, that function looks like this: fn_MovingTargetOnce = { private ["_target","_distance","_speed","_dir"]; if (!isServer) exitWith {}; _target = _this select 0; _dir = _this select 1; // direction of travel (and opposite) _distance = _this select 2; // how far to travel in each direction (meters) _speed = _this select 3; // target movement speed _pause = _this select 4; // seconds to pause at either end sleep _pause; for "_i" from 0 to _distance/_speed do { _target setPos [ (position _target select 0) + ((sin (_dir)))*_speed, (position _target select 1) + ((cos (_dir)))*_speed, 0 ]; sleep 0.01; }; sleep 0.05; }; I've been up and down in remoteExec, but I can't see a way to fix this so it works for properly for all clients. That's what the issue is that I'm looking for help with.
  20. I had really hoped to get some help with this before now :) Any ideas on whether this code should be working or, if not, how to do it right?
  21. I'm using the great new Eden editor to put a shoot house together. I want to have moving targets, and I'm using some stuff I found a while back, and it doesn't seem to work on a dedi server. I think this is new, with the new editor and its changes, but I don't know. I'm using this function to do the moving: fn_MovingTargetOnce = { private ["_target","_distance","_speed","_dir"]; if (!isServer) exitWith {};//added to prevent MP unpredictable effects _target = _this select 0; _dir = _this select 1; // direction of travel (and opposite) _distance = _this select 2; // how far to travel in each direction _speed = _this select 3; // speed of movement _pause = _this select 4; // pause at either end sleep _pause; for "_i" from 0 to _distance/_speed do { _target setPos [ (position _target select 0) + ((sin (_dir)))*_speed, (position _target select 1) + ((cos (_dir)))*_speed, 0 ]; sleep 0.01; }; sleep 0.05; }; And then I'm calling it from a script, with something like this: [tar1,((direction tar1) -90),10,0.06,.3] spawn fn_MovingTargetOnce; Works fine in SP, but in the dedicated server, the target waits then jumps to the end position. Not sure what's wrong. Any ideas on how to do this right on a dedi (MP) server, with the current editor?
  22. The simple way to use them, above, is not working properly in a dedicated server. That's the help I'm looking for.
  23. I'm using a basic BluFor Present trigger, and it works as always in SP, but on the Dedicated server, it won't fire. This is new as of the Eden editor release, in my experience. What's going on? How can this be dealt with?
  24. Thanks for the info. Fixed internally meaning that BIS has found a fix but not released it yet?
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