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Posted

Create a mission with a train which is late activated - e.g. activated after 30 seconds.

Run the mission in single player - the train activates correctly and can be seen on the F-10 map and in the 3D views.

Run the mission in multiplayer - the train activates and can been seen on the F-10 map, but the train is not visible in the 3D views.

StealthTrain.miz

  • 3 weeks later...
Posted

I haven't checked the mission, but a simple check, did you add loco's and carriages to the train? Did you put 2 WPs? Trains seems to spawn itself as it moves away from its start position.

  • 2 weeks later...
Posted

Trains are kind of a moving target. It would be great if they become assets that we can use predictably, such as having them be detectable and respond to trigger zones.

Trains worked for me in MP when I did NOT set it to late activated, but instead just set a "start time" for the train.  

James744 questions expose reasons why it may not work too.

 

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  • 10 months later...
Posted

I'm also encountering multiplayer problems with non-late-activated trains.  I've spent several weeks developing a train-attack mission and testing parts of it with a friend, and it worked fine.  Tried running it with 6-7 people and only half of them could see the train.  Indeed, in that test even I *as the mission host* could not see the train - though I could see the smoke where the train apparently was, once somebody (who could see it) had disabled it, and the scripts that caused troops to deploy from the damaged train also worked.

Mission example: https://www.dropbox.com/s/vgymc6bhb6l7vbm/Great Train Heist v0.miz?dl=1

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