Wichid Posted August 4, 2012 Posted August 4, 2012 Hey guys, I have an issue I need some help with. I have a mission that works fine on my PC, however when I RDP to our server and get it going the 'on start' trigger doesn't fire at all. It plays a WAV file and message to coalition so I was thinking it was caused by the .DLL that is fixed in 1.2.0. However I've done that fix so not sure what else would be odd on the server stopping it running. Anyone have any ideas? Is there another trick to sounds not playing? Lyndiman AMD Ryzen 3600 / RTX 2070 Super / 32G Ram / Win10 / TrackIR 5 Pro / Thrustmaster Warthog HOTAS & MFG Crosswind Rudder Pedals
Grimes Posted August 4, 2012 Posted August 4, 2012 Does the server have the fix installed? The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
Speed Posted August 4, 2012 Posted August 4, 2012 (edited) Not sure what "RDP" to the server means (transfer it and run it remotely?), but is this what is happening: when you host the mission on your computer, the message and sound play, but when you host it on another server (remote access?) you, as client, do not see or hear the messages? And the message on a MISSION START type trigger? My guess: Probably, the sound and text are playing on the server, but the MISSION START trigger goes off extremely early in the mission- the very instant the server finishes loading the mission. This will be BEFORE any client is able to finish loading the mission. Hence, the clients are not present when the sound message and text message are sent, and clients see and hear nothing. Basically, my recommendation has always been that you should only use MISSION START triggers for things that affect the host's Lua state, and not for anything that is sent to clients. So, setting flags, running random conditions, activating groups, group AI off... those are OK. Sending messages is most definitely not OK. For things you want happening at mission start, when in doubt, always use ONCE-> TIME MORE (1)-> ACTIONS. Edited August 4, 2012 by Speed Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc.
Wichid Posted August 4, 2012 Author Posted August 4, 2012 Does the server have the fix installed? Yeah it does. I've tried copying the DLL in twice with the same effect. Lyndiman AMD Ryzen 3600 / RTX 2070 Super / 32G Ram / Win10 / TrackIR 5 Pro / Thrustmaster Warthog HOTAS & MFG Crosswind Rudder Pedals
Wichid Posted August 4, 2012 Author Posted August 4, 2012 Not sure what "RDP" to the server means (transfer it and run it remotely?), but is this what is happening: when you host the mission on your computer, the message and sound play, but when you host it on another server (remote access?) you, as client, do not see or hear the messages? And the message on a MISSION START type trigger? My guess: Probably, the sound and text are playing on the server, but the MISSION START trigger goes off extremely early in the mission- the very instant the server finishes loading the mission. This will be BEFORE any client is able to finish loading the mission. Hence, the clients are not present when the sound message and text message are sent, and clients see and hear nothing. Basically, my recommendation has always been that you should only use MISSION START triggers for things that affect the host's Lua state, and not for anything that is sent to clients. So, setting flags, running random conditions, activating groups, group AI off... those are OK. Sending messages is most definitely not OK. For things you want happening at mission start, when in doubt, always use ONCE-> TIME MORE (1)-> ACTIONS. Yeah I have it set to 20 second delay from start. I'll try more of a delay... Lyndiman AMD Ryzen 3600 / RTX 2070 Super / 32G Ram / Win10 / TrackIR 5 Pro / Thrustmaster Warthog HOTAS & MFG Crosswind Rudder Pedals
Speed Posted August 4, 2012 Posted August 4, 2012 Yeah I have it set to 20 second delay from start. I'll try more of a delay... Sorry, I need more info... what is the trigger type and condition? ONCE-> TIME MORE(20) -> ACTIONS? If that is the case, it might help to upload the mission, and perhaps dcs.log from the server after a hosting session when the messages did not appear/sound. I have, from time-to-time, noticed some kind of trigger error reported to dcs.log, but I haven't had the chance to investigate it specifically (it's on a long list of potential bugs I want to investigate). I didn't notice it causing any problems, but that doesn't mean it wasn't. HOWEVER, if your trigger is: MISSION START -> TIME MORE (20) -> ACTIONS then naturally the messages will not sound or appear. MISSION START and TIME MORE (20) are mutually exclusive conditions. Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc.
Ripcord Posted August 4, 2012 Posted August 4, 2012 maybe set the trigger to check the CLIENTs group as being ALIVE and/or moving in zone or something that confirms that you have your CLIENT ingame and thus able to hear the message? [sIGPIC][/sIGPIC]
Ripcord Posted August 4, 2012 Posted August 4, 2012 (edited) Related question here --what if the mission builder used this ON EVENT setting to make the .wav file fire on this ON TAKE CONTROL setting? ON TAKE CONTROL. Trigger's conditions are evaluated whenever the player takes control of an aircraft. Would this apply to CLIENTS when they spawn into the MP mission? Or is this limited to a player hopping from one aircraft during a flight to another? Edited August 4, 2012 by Ripcord [sIGPIC][/sIGPIC]
Speed Posted August 4, 2012 Posted August 4, 2012 Related question here --what if the mission builder used this ON EVENT setting to make the .wav file fire on this ON TAKE CONTROL setting? ON TAKE CONTROL. Trigger's conditions are evaluated whenever the player takes control of an aircraft. Would this apply to CLIENTS when they spawn into the MP mission? Or is this limited to a player hopping from one aircraft during a flight to another? I do believe that "On Take Control" goes off only when you take control of an aircraft on your local machine, so it wouldn't go off for clients. Not 100% sure on this, just 95%. Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc.
Wichid Posted August 4, 2012 Author Posted August 4, 2012 Hi Speed, I changed it to Time More(120) and it worked fine. So you were right - it was playing on the server and no one was in yet to see it. thanks! Lyndiman AMD Ryzen 3600 / RTX 2070 Super / 32G Ram / Win10 / TrackIR 5 Pro / Thrustmaster Warthog HOTAS & MFG Crosswind Rudder Pedals
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