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Found 2 results

  1. Hey there everyone, I have been trying to hack away at this issue I have, with no end in sight. Maybe one of you can help.... So I have a multiplayer mission set up. There are two teams (Alpha and Bravo). Both teams have to go to a table to be briefed before the mission. Alpha team leader is owner to 3 triggers, while Bravo team leader owns 3 separate triggers. The triggers display subtitles, specific for each team. The issue I keep having is Alpha teams subtitles show up when Bravo team leader goes near the trigger and vise versa. Both teams' subtitles show up for one unit. I have the mission set up to where if you pick Bravo team, Alpha does not spawn, and the other way around. Is there a way to only spawn a trigger when a unit is present, like the "!alive obj" for condition of presence? I would love to get this fixed so I can finish this mission, and my friends can try it without being confused on which mission they are doing. I know it may seem confusing.. This is my first time posting a question in here, and I'm not the best with explaining things. But if you happen to decipher my gibberish, please let me know if you know of a solution!!! Thanks
  2. Hello, I've got the following problem: I spawn some AI with a script (via createUnit) in a region on the map. Those spawned AI units don´t shoot at players if i host the mission on a server. They react to my(player) presents and switch to combat mode, run around, etc. but they won't shoot at me. Confirmed details: - Player is Blufor - AI is Opfor - AI switches to Combat Mode if player is present - AI has enough ammo - AI is capable to react (https://community.bistudio.com/wiki/enableAI) - Center is created (https://community.bistudio.com/wiki/createCenter) - Relations are correct (https://community.bistudio.com/wiki/setFriend) I´ve tested the following: - Spawn the AI in the editor -> they shoot me. - Host a local server and spawn the AI -> they shoot me. - Switch AI owner on server from server to player ({_x setOwner (owner(allPlayers select 0));} foreach allUnits;) -> they shoot me. Seems like the AI only shoot its owner on the server... Any suggestions how I can fix this? Thanks!
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