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Found 484 results

  1. I got this to work (at least partially): in the init: if (isServer) then { addMissionEventHandler["PlayerConnected",{_this execVM "playerInit.sqf"}]; }; in playerInit.sqf: thisPlayer = objNull; playerId = (_this select 4); for "_x" from 0 to (count allPlayers) -1 step 1 do { if (owner _x == playerId) then { thisplayer = (allPlayers select _x); }; }; thisPlayer = _this publicVariable "thisplayer"; publicVariable "playerId"; the Id is correctly transfered the problem is thisPlayer returns nothing the if never returns true so either the player is not in the list allPlayers at the time or i have no clue I tested everything seperately and everything works so Ihave nu f*king idea why it doesn't work Please help thanks in advance
  2. I'm making a guerilla style coop mission the code works well in single player but as soon as i go on a Server not verry much happens I plan on having a persistent server witch initializes with the start so i only have JIPs I have been trying to just execute code on new Players either by 1. writing them in a list and updating it every 0.1 sec. or (and looping thrue them later) 2. by (Player) execVM ... i tried playing with waitUntil it doesnt seem to have any effect (apart from delying the script) i failed with both attempts there must be something im missing maybe locality? here is my code (you can also Just answer my question im shure its a simple one for some of you) : 1. : while {true} do { for "_thisPlayerNum" from 0 to (count allPlayers) do { _thisPlayer = (allPlayers select _thisPlayerNum); if (!isNil "_thisPlayer") then { if (alive _thisPlayer) then { if (!(_thisPlayer in myLivePlayers)) then { // executed on Player spawn //waitUntil {alive _thisPlayer}; myLivePlayers = (myLivePlayers + [_thisPlayer]); _thisPlayer setCaptive true; } else { if (!(alive _thisPlayer)) then { // executed on Player death myLivePlayers = (myLivePlayers - [_thisPlayer]); if (_thisPlayer in HostilePlayers) then { TimeLastShot = TimeLastShot - [(TimeLastShot select (HostilePlayers find _thisPlayer))]; HostilePlayers = HostilePlayers - [_thisPlayer]; }; }; }; if ((_checkNewPlayer != (count allPlayers)) and (_thisPlayer in myLivePlayers)) then { _thisPlayer execVM "GW_3_0_PlayerConnected.sqf"; }; _checkNewPlayer = (count allPlayers); }; }; }; sleep 0.1; }; 2. : while {true} do { if ((count allPlayers) > 0) then { if (_checkNewPlayer < (count allPlayers)) then { waitUntil{isNull (allPlayers select ((count allPlayers)-1))} (allPlayers select ((count allPlayers)-1)) execVM "GW_3_1_Main.sqf"; } _checkNewPlayer = (count allPlayers); }; sleep 0.1; }; I would verry much appreciate your help this holds me back for a week now THX in advance
  3. I´m trying to alive this awsome mode in multigaming sence, so if someone else missing CWR2 multigaming, contact me! I think we will use Facebook comminication as primary channel for setting up game times, so join this group ASAP: https://www.facebook.com/groups/103011097565/.. and don´t patch your game to 1.63, stay on 1.62 :) If you haven´t install this yet, I can help you and publish some files for install.
  4. A new cooperative [ZEUS] and PVP unit, If you enjoy team based action across a dynamic environment then this is the unit for you. [NON UK MEMBERS ARE STILL WELCOME AS LONG AS YOU CAN SPEAK ENGLISH]. Join here --> https://units.arma3.com/unit/ukaf We will be playing every saturday night unless of issues we will move it if so.
  5. I'm working on a mission that doesn't have re-spawns and designed for quick firefights. My intention is to design a mission for a dedicated server with the following: If all Blufor (players) are killed, failure If time runs out, failure If all Opfor units are killed, victory Notify all players (even dead) when there is one player remaining Notify all players (even dead) when there is one enemy remaining have the same number of units and type of unit on the enemy side, i.e. 1 autorifleman blufor and 1 autorifleman opfor (shown in the initServer.sqf is already working) My experience with multiplayer scripting is limited and I'm struggling to understand why it works in local hosted multiplayer (as the host alone) but not on dedicated servers, issues include: After starting the operation using the action (see flowgraph) the LastMan.sqf will start running immediately, even with 2 blufor players Server, after starting the operation using the action, will stop updating unit positions and AI will not react. All players except yourself are running in place, coupled with sudden spikes in framerate loss when initially activated and unable to kill enemies. Enemies don't react to being shot or standing directly in front of them even. this problem isn't present on the locally hosted Possibly an issue of the server ending the mission locally but not for clients (just a guess)? Mission must still be working enough to continue the countdown timer, mission fails properly when timer reaches zero Maybe I should be getting rid of triggers entirely? But it always seemed like they synced across multiplayer better Using the trigger and (count Thislist < 2) is that when all remaining players enter one vehicle, it counts as one unit and starts the trigger Tried using setting the triggers to server only and using Bis_fnc_MP but led to the mission immediately ending upon starting the operation action Code Flowgraph Mission Source https://drive.google.com/file/d/0B85GbOCq33caWlhHNW1KcENzV00/view?usp=sharing Thanks for the help on this issue
  6. Hey, guys. So I made this mission for my group. we start at an Airfield, the team is divided in two groups. After assembly each group heads for a predetermined heliport, then two UH-60s come and take us away... The set up is pretty simple, inside the heliport there's a trigger which is synched to the UH-60's waypoint (so it doesn't come too early), the next UH-60's waypoint is a LOAD waypoint, syched to a GET IN waypoint of the infantry team, then the chopper move's on to its next waypoints once the team in inside. I tested with bots and it works flawlessly. The thing is... I HOSTED the mission in multiplayer mode with a friend of mine and something isn't working... Here's what happens: Situation 1: I am ALPHA team, my friend is BRAVO team Development: Both choppers approach the heliports ALPHA chopper lands, waint until ALPHA team embarks, then moves on. BRAVO chopper approches its heliport, then do a sudden turn and moves on without landing Then we traded teams (thinking the problem was BRAVO's chopper waypoints. This is what happened: Situation 2: I am BRAVO team, my friend is ALPHA team Development: Both chopper approach the heliports BRAVO chopper lands, waint until BRAVO team embarks, then moves on. ALPHA chopper approches its heliport, then do a sudden turn and moves on without landing The problems appears to have something to do with the HOST (me) and it's not related to any problem in the waypoints, since it worked in both helicopters, except it only works when I (HOST) am the it is supposed to pick up. The other chopper completely ignores the other team. I can't seem to think what could be causing it, can you guys help me? Thanks!
  7. I have a question regarding Multiplayer scripting. I'm building a mission for multiplayer with some very basic scripts (example) But even those simple scripts seem not to work smoothly. Most of the time it's someone not seeing the script effect or running the script later than others. I tried for example to fly my players in with precaptured (unitcapture) helicopters. But when calling those with triggers (and nul = execVM "script.sqf") players said they arrived at different times, which led the to the conclusion that they all locally executed the execVM with a slight delay between each player. However when I executed the execVM with the Zeus-Ares Module "Execute Code Module" and picked "global" as the running Mode everything worked fine. The question is how can I achive that "global execute Mode" for my scripts without having to execute through Ares but being activated and executed by trigger.
  8. Hello, it's been a while since I been on here. This is a new RPG mission/template. Currently there is no stringtable so it's only in English. Downloads below.Key Features: -Banking -Keychain-Garage-Trading-Personal Items-Crafting-Gathering-Stats-SkillsPictures: Pic 1 Pic 2 Pic 3 Pic 4 Pic 5 I am releasing this because I don't know what else to do with it and have become very bored with it. Haven't worked on it in months. I hope this can help someone with any issues they were having or it gets picked up and renovated. Please feel free to do as you wish with the files, just please leave my credits/thanks in and add to it as needed. Thank you! Download Mission & Addon Pack It also requires iniDB on the server for 'database' saving. Download iniDB Armaholic Topic
  9. Hey guys! So I have a really annoying problem that I've tried for hours to solve to no avail. Anyway, I'm trying to create an addaction with dynamic variable names on all players in multiplayer and then have it remove itself either when activated or later on in the script. The action will be to call an extraction heli, which is why I needed to add it to the players rather than the heli itself, because of the radius limitations. It seems to work perfectly on the host and on all clients as long as they join at the same time, but as soon as the first JIP player joins, the action can't be removed anymore. It's probably a simple fix but I just can't get my head around it. Here's just a simple example of how i'd like it to work. I was originally using the JIP remoteExec options rather than recreating the action on a loop but I thought it best to try and solve this problem first before getting into that. Any ideas? if (!isServer) exitWith {}; _var = "1"; call compile format [" while {true} do { [[], { testAction_%1 = player addaction [""<t color='#ff9900'>Test Action</t>"", { {player removeAction testAction_%1} remoteExec [""call"", 0]; hint ""this is a test action""; } , _this, 99, false, false, """", """"]; player setVariable [""action_Id_%1"", testAction_%1, true]; publicVariable ""testAction_%1""; }] remoteExec [""call"", 0]; sleep 10; {player removeAction testAction_%1} remoteExec [""call"", 0]; }; ", _var];
  10. The Mastermind Season 1 Episode 2/7 Link: http://www.mediafire.com/file/tp7p542a824kfib/! The+Mastermind+2.Eden.pbo You're the leader of a squad (callsign Alpha 1) and you are in one of the best and the most talented squad in US army and and you have been given a mission to defend a convoy then repair tanks in friendly base and attack the enemy city Revive: Yes Playable units: 12 Version: 1.2 Difficulty: Easy (AI = Min), Balanced, Hardcore (AI = Max) - You can change it before you play in pool in MP! If you have played mastermind 1 how was my traps? ;) Cheers -Godfree Ps.: They both weight 66Kb ... hmm what an oddly specific detail huh
  11. The Mastermind Season 1 Episode 1/7 Link: http://www.mediafire.com/file/a7999rm09m5emq9/! The+Mastermind+1.Eden.pbo You're the leader of a squad (callsign Alpha 1) and you are in one of the best and the most talented squads in USA army and and you have been given a mission to seize 2 villages. Revive: Yes Playable units: 12 Version: 1.5 Difficulty: Easy (AI = Min), Balanced, Hardcore (AI = Max) - You can change it before you play in pool The main thing in this project is to have something new. Not like the most of the multiplayer mission where you have to go capture a city and then you win. It has a complex story even my friends couldn't figure it out. But you can still read spoilers in notes (only for the current episode) if you don't wanna figure it out (ONLY READ THE NOTES IF YOU'RE ALMOST DONE WITH THE MISSION). You also need to figure out who is the mastermind and come up with a good theory. If you have a good theory please message me I wanna know. And no i didn't write the name of the mastermind or something like that. The singleplayer campaign will come out after I'm done with the multiplayer version BUT it will be different than multiplayer missions. I will make more after I'm done with entrance exams and with S.T.O.O.W. (Survive the outbreak of war) Cheers -Godfree Ps.: I never wanted it to be a revive mission but alot of people wanted it so i added it.
  12. Hi All, Tonight we made an SDV insertion. When we changed from the wetsuit & rebreather to the uniforms&vest in our backpack... we were seeing everyone naked.... But when we looked at ourself we were all dressed up correctly with vest&Uniform. Any hint? -We are on a dedicated box, with 3 Headless managed by wearthless headless client mod. -Mission created with Eden. -Main mods : ACE, MCC, TASK-FORCE, -Script : R3F & igiload. Cheers
  13. Hello everyone! I'm pretty new to scripting in Arma, so i hope someone can help me out. I've created a script that makes a global variable grow when a unit spawns. it worked great in singleplayer but when i tested it in multiplayer, it suddenly threw this error. Undefined variable in expression: participants So now i'm asking myself, what did i do wrong? init.sqf participants = 0; code when unit spawns participants = participants + 1;
  14. Alright I'm so close I have at most 5 fixes left before this server/mission is perfect. So what I need done I feel like should be simple I just cannot figure out a way to do it. So in Zeus there's an option to add a briefing. Every time you add a briefing with the same name it just adds it and the update time. What I need is for regular players to be able to trigger this interface and add "Intel" to this briefing.
  15. Tournament Details: 1) 8v8 Team vs Team 2) 7 custom made PvP maps 3) Twitch stream / commentator 4) Our TS and server hosted. 5) January 7th, 12:00 GMT 6) Links to Maps Collection (Feel free to play / practice / strategise before) : HERE How To Sign Up: 1) Contact me directly via the forum / reply to this thread. 2) Reach us on steam via our Tournament Page and comment 3) Sign up via our website Contact & sign up page Description: Hello possible tournament participant, are you a group/squad who enjoys testing your PvP skills in the field? We've been an active group for over two years now and we're looking at doing something for the community, something for groups similar to ourselves Our mission devs have created a number of team based PvP scenarios that we know you're going to enjoy. The plan as we see it is to gather a certain number of groups who want to test their metal in the field to participate in the first annual Viking PvP Tournament. The basic format will be as follows; squads will be pitched in knock out rounds until we have two squads left (final). They will fight it out on the battlefield for first place. We will host the event server and teamspeak server, so all you need to do is show up and play. The missions are 8v8 objective based PvP missions but of course if you can only field 7 men on the day then we'll make sure to match you with a squad of the same numbers. This is something we'll all discuss on the day before we kick off the event. We will also be streaming the event but you are of course free to stream it to your followers too. 7th of January 12:00 GMT noon start time See you there! P.S. - There will be no crazy sights or equipment here either. You will be armed with an AR and the basics. This event is to test your individual skill as players but more importantly how efficient you are as a fighting unit.
  16. Hi everyone, Here is the code i use to create task -childtask here for meeting point- for the dedicated server: [[west, ["Task1A","Task1"], [" <br /> Sub-Task Description Here. <br /> ", "Sub-Task Title", ""], (getMarkerPos "Task1MeetingPoint"), true] spawn BIS_fnc_taskCreate] call BIS_fnc_MP; I guess Arma 3 Tasks Overhaul somehow are used for notification icons. I wonder if i could use image below with the above code and how? https://community.bistudio.com/wiki/File:bis_tasktype_meet.png Thank you for your help in advance.
  17. pierremgi

    Daytime and JIP sync

    Hi, I got some dramatic trouble with daytime. When jip, all PCs (hosted server + clients) are thrown to JIP daytime (reset at mission start) instead of the contrary. Environment: MP mission hosted, time multiplier as parameter in description.ext (class params), daytime also as parameter in description.ext. Mission starts at morning, no problem, all players sync for daytime. time multiplier for 4 hrs == 1 day. one player quit the game (at night time), then come back soon (JIP) All players (server hosted incl.) are now at morning daytime like when mission starts! I figured out JIP was sync to server in a couple of seconds, not the contrary! Why is it server and all players who are sync to JIP??? Sorry for my English.
  18. Time: 2016-12-17 16:00 CET Location: darkwiiplayer.com (Arma 3 and teamspeak servers) Looking for Players to test a new mission on altis. --- About the mission: Players: 2-16 Location: Near Abdera, Altis Main focus: infantry combat Daytime: Most likely evening (Mission allows for adjustment) Aditional features: Zeus, Dynamic Squads, Virtual arsenal, Respawn (base)
  19. Original post in spoiler above. This topic is no longer supported, because the project has moved to another development team. Our continuation of PRA3 will be available soon. Thanks.
  20. Meet the all new withSIX Server - Browser This web based server browser, allows you to quickly find and join any server, while all required mods will be automatically downloaded and installed for you. Key Features for Users: Hyper fast Server list, filtering and ordering Select servers by mod and playlist Advanced filter Click and join Automatically download and install required mods Steam Workshop Support The new server filter is still in development, but fully functional. Experience the super-fast and smooth filters yourself and let us know what you think? Upcoming Features for Server Hosts: Full LINUX and MAC support Connect any collection to your server Full Version control for all withSIX hosted content Choose optional and required mods Customize your Server page with Banners and more Connect custom repositories or third party content hosts Community servers for members only Private community content If you have any special requests or issues to report, write us here, or on our community forums.
  21. Meet the all new withSIX Server - Browser This web based server browser, allows you to quickly find and join any server, while all required mods will be automatically downloaded and installed for you. Key Features for Users: Hyper fast Server list, filtering and ordering Select servers by mod and playlist Advanced filter Click and join Automatically download and install required mods Steam Workshop Support The new server filter is still in development, but fully functional. Experience the super-fast and smooth filters yourself and let us know what you think? Upcoming Features for Server Hosts: Full LINUX and MAC support Connect any collection to your server Full Version control for all withSIX hosted content Choose optional and required mods Customize your Server page with Banners and more Connect custom repositories or third party content hosts Community servers for members only Private community content If you have any special requests or issues to report, write us here, or on our community forums.
  22. Disclaimer: This gamemode was created for fun only. I've took an idea and some materials from Dead by Daylight (Behaviour Interactive), but not going to distribute it for money. You're free to play it on your own server. Want to edit it - ask for permission! Gamemode: Dead by Armalight - an ArmA III multiplayer mode, where 4 survivors try to escape from maniac, who wants to kill them. Survivors need to activate 4 generators (out of 5) by repairing them. They need to work in team to activate all of these. When generators are activated, access to the fuse boxes will be opened. Now begins the final part. They need to use these fuse boxes to open the gates (2 gates in different places) and escape from maniac. If they can't, after short period of time access to the secret hatch will be opened, but, only for one player. If survivors can't escape from maniac, then he'll exterminate them. His aim is to restrict access to the gates. Features: High FPS Immersive gameplay Horror elements Tactical gameplay Up to 5 players multiplayer Unique player classes Terrifying atmosphere Custom sounds Required content: Epoch Mod Special thanks: Bohemia Interactive Behaviour Interactive Testers (Sladkey, Irving) PsiSyndicate for supporting All the guys from the BI forums https://imgur.com/a/hcHO2 Download: TANOA VERSION
  23. Igor Nikolaev

    [MP] Dead by Armalight

    Disclaimer: This gamemode was created for fun only. I've took an idea and some materials from Dead by Daylight (Behaviour Interactive), but not going to distribute it for money. You're free to play it on your own server. Want to edit it - ask for permission! Gamemode: Dead by Armalight - an ArmA III multiplayer mode, where 4 survivors try to escape from maniac, who wants to kill them. Survivors need to activate 4 generators (out of 5) by repairing them. They need to work in team to activate all of these. When generators are activated, access to the fuse boxes will be opened. Now begins the final part. They need to use these fuse boxes to open the gates (2 gates in different places) and escape from maniac. If they can't, after short period of time access to the secret hatch will be opened, but, only for one player. If survivors can't escape from maniac, then he'll exterminate them. His aim is to restrict access to the gates. Features: High FPS Immersive gameplay Horror elements Tactical gameplay Up to 5 players multiplayer Unique player classes Terrifying atmosphere Custom sounds Required content: APEX Expansion Epoch Mod Special thanks: Bohemia Interactive Behaviour Interactive Testers (Sladkey, Irving) PsiSyndicate for supporting All the guys from the BI forums http://imgur.com/a/PICaW Download: ALTIS VERSION
  24. So i have been working with getting conversations and briefings working on a dedicated server and initially had decent success. I can get a conversation to play on all connected clients however there are a few problems i am having. When I get the mission file on a dedicated server and trigger the conversation, it does not seemingly run it in a scheduled environment so all of the sleep commands are seemingly ignored. The speech itself seems to come out nice and orderly, but both the captioned text and any other functions mixed in (such as assigning a task) get executed all at once. Also I am now noticing that I am only able to get the conversations to work properly on BLUFOR units, I recently tried to add a conversation to a civilian and the script gets executed (I know this because the task to talk to him successfully completes) however the speech does not initiate. I have already added a radio to the civilian and it works fine in sp, just not on a dedicated server. an example of my code is shown below. {_x KbAddTopic ["briefing","texts.bikb","",""]; juliaCommander KbAddTopic ["briefing","texts.bikb","",""]; juliaCommander KbTell [_x, "briefing","briefingLine1"]; ... waitUntil { juliaCommander KbWasSaid [_x, "briefing","briefingLine12",3]; }; sleep 1; juliaCommander KbTell [_x, "briefing","briefingLine13"];} forEach (allPlayers - entities "HeadlessClient_F"); I have tried to research the subject but have not particularly found anything helpful. Does anyone have any insight as to why those problems may occur? Just to clarify everything I have scripted works flawlessly in SP, I just havnt quite figured out how to transition that to dedicated server MP.
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