@haroon1992
>Is there no way of testing MP without a server?
I do the following:
1) Host the mission and verify with 1 or more clients how the AI behaves,
if a trigger fires and so on;
This step is necessary for me to catch syntax errors in scripts, since
if you host in dedicated-server mode, the server doesn't show them at all.
It might do so, if you use such a kind of debug-addon but, honestly,
I don't need it for now.
2) Host the mission in dedicated-server mode;
You can connect to yourself and play as client on the same machine.
In this situation, you will finally see how AI really behaves in MP,
if the sync with the triggers works and other nice aspect of the game
you maybe ignore when playing the mission as server (HS).
Example: in DS, AI weren't able to do a fast-insertion (land, unload and fly away)
and often killed itself to a tree, instead no problem in HS.
I had to modify the waypoints.
>Why can't you just host the game and let the other join it?
Not a problem, if you think to never public the mission on a dedicated-server.
>And I test MP missions with a single computer, where two ofps are running.
Tried and found this way not easy to manage.
>I used my desert island test.intro mission to test most of the simple things.
I do the same for specific situations, like understanding better a function,
a trigger event and so on.
>what type of variable can PublicVariable transmit?
My opinion? Poor implementation and reliability.
You can transmit, for sure, numbers but don't expect other.
I modified a CTI mission and followed all recommendations regarding this "function",
but I was never satisfied with it.
So, inspired by the CoC_NS workaround, I created my own script to communicate
all the stuff you like. It's really light and till now I'm happy about that.
If somebody would like to test, use or simply understand it.. I'm here.