OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting Multiplayer => Topic started by: the corinthian on 23 Oct 2003, 18:34:09

Title: Custom effects not shown in MP
Post by: the corinthian on 23 Oct 2003, 18:34:09
Hi

I have made a mission now which starts with a halo jump in co-op, all this works and each player deploys their chute. however later on when the player calls down an airstrike (napalm) then only the host can see the effect.

Does anyone know how to make such effects visible to every player in the game?

Thanks
Title: Re:Custom effects not shown in MP
Post by: Doolittle on 23 Oct 2003, 20:07:19
Look in the napalm code.  If it is using camCreate to make bombs...change this to createVehicle.  If they use the drop command then things will get tricky because that only works on the machine that runs that command.

Doolittle
Title: Re:Custom effects not shown in MP
Post by: the corinthian on 24 Oct 2003, 14:20:56
Would changing the drop command to createvehicle be possible?
Title: Re:Custom effects not shown in MP
Post by: Chris Death on 24 Oct 2003, 14:56:01
Quote
Would changing the drop command to createvehicle be possible?

What Doolittle tried to tell you is: to execute the drop command on each client's machine.

CreateVehicle would only be required to run on one single
machine (wherever).

But exchanging the drop command by createVehicle wouldn't
make sense, as those two commands aren't playing in the
same league.

CreateVehicle creates objects
while Drop creates effects

~S~ CD
Title: Re:Custom effects not shown in MP
Post by: the corinthian on 15 Nov 2003, 02:32:26
Im with you, but how do I force the drop command to run on each players machine?
Title: Re:Custom effects not shown in MP
Post by: Terox on 15 Nov 2003, 11:52:11
have the client who wants to initiate it, declare a public variable and have all clients have a script running that is waiting for this public variable to be declared

eg
in a trigger line or a script have the following line

bombsaway = true; publicvariable "bombsaway"

and in the scripts or triggers that create the effect have the following lines

@ Bombsaway
........then whatever code you need to run


if the target location is different per game then you would also have to relocate a marker position using a setpos getmarkerpos command