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Posted

In the manual, it claims that "activate group" is the only mission trigger that works in multiplayer. It seems to me that they all work. Anyone know what the deal is with this? Am I missing something?

Posted

Nothing eh?

 

Let me put it this way, has anyone noticed any differences between triggers in multiplayer missions and triggers in single player missions?

Posted

They seems to work when you are the host. But sometimes all triggers with sounds launch for one client of the MP game.

Flags seems to have erratic behavior too.

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Posted

Yes, i made the same experience.

 

Use another client besides host to trigger a zone/event, didn´t work, so didn´t the flags. So MP missions are rather limited in my opinion, because you can´t activate events oder groups by players. If the host gets shot down, there is no one left to activate the triggers f.e.

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Posted

Interesting... I can't say I've noticed that yet, but I'll keep an eye out for it. I definitely have been able to activate a "group dead" trigger as a client, that sent the message & delay, set a flag and activated a different group. So maybe it depends on the rules. It would be nice if one of the ED guys could elaborate on what exactly is broken here.

Posted

Jepp, but I guess you were Client and Host?

 

The Host can activate Triggers, but Non-Host-Players can´t. At least it never worked in my missions i built for online sessions.

 

But please tell me when you find out more.

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Posted

That explains why Coop missions I made sometime bugs if the client and host doesn't fly together... Will this be fixed in upcoming patches so one can make better MP missions then?

Posted (edited)

No, I was a client, joining a hosted game. Are you guys making seperate triggers for each flight? What i've been doing is setting a flag, and making that flag a condition of the trigger. Then when either client A or client B activate the trigger, it turns the flag off so the trigger doesn't end up getting activated twice. Seems to be working so far, but, I haven't done that much with it.

 

It would be really nice if you could put multiple clients in the same flight.

Edited by davyt
Posted

What I've noticed is if you set the trigger to "group dead", only the host gets a consistant effect (group activation, messages,sound(s), etc...). However, if you set a trigger with "unit dead" or "unit damaged", group activation as well as messages will work for all clients. Haven't had a chance to test sound using this technique.

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Posted

sorry but what am i missing here? the host has to load the map, the map contains the triggers that where SET in the mission editor.(you do ofc have to save your map in the editor duh). so why is it so surprising that clients cant SET triggers, its perfectly normal imo. if u mean clients cant activate triggers then that might be(never tested it) , but (any) triggers that dont require to be "client-activated" work as far i can tell.

(dont add ships though it makes alt-tabbing impossible in full screen mode).

i might ah have been tottally missing the point,apologies in advance

 

 

:huh:

Posted

ps, i suggest you load up 8 vs 8 standard multiplayer map to figure out the triggers, it has several messages displayed after a certain group is killed. in this map i added an ai TRansport, when it arrived near the airfield where it would land, a delayed message was displayed ("attention i ahigh value asset has arrived at blablabla...") and a sound was played all worked fine, i could activate triggers as well, all the clients have names...are u sure u added their names as being able to activate the particular trigger?

Posted

I tried it on a map, where all clients should activate a group, with a trigger "unit outside zone", so i made a trigger for every client. All clients and client-groups where named "client 1" to "client X", but only the client, which was host, activated the trigger. I tried the same with "unit in zone", with the same result, remembering the words from the GUI that something doesn´t work in MP, i figured out triggers don´t work either. I could post the miz.file in the evening, but I already overworked this problem in the mission by a time-trigger, and I have no time to do some more test in the moment.

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