cfrag Posted February 19, 2023 Posted February 19, 2023 It would seem that when a client connects to a dedicated server that has active smoke objects (as created with trigger.action.smoke()), these existing smoke objects aren't synched to the connecting client. I've create a small demo mission that creates two smoke objects in front of the player (one red, one blue). When this mission is hosted on a remove (! - not local hosting) dedicated server, and the client connects to that mission, there is no smoke, even if the mission is still only a few seconds old (i.e. we are still within the smoke duration). Once a client has connected, forthcoming trigger.action.smoke() events are correctly synched to clients. Below please find a demo mission that re-produces this issue at will smoketest server manual (and zone).miz
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