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#1 Posted at 2016-04-04 23:11        
     
Hi all !

I don't understand why this script doesn't work in MULTIPLAYER (EDEN EDITOR - and it works on SINGLEPLAYER) :

Variable name; this
Init: [this, "REPAIR_VEH_KNEEL", "ASIS"] call BIS_fnc_ambientanim;


Please help me ^^


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#2 Posted at 2016-04-05 07:34        
     
This function uses plenty of SP commands like disableAI...
If you simply add [this, "REPAIR_VEH_KNEEL", "ASIS"] call BIS_fnc_ambientanim; in an init filed, you'll run this function several times, for the server and each clients (same in init.sqf), with some problems of "locality" for commands called by the function.
The behavior depends on the players status at start:
If all players are waiting to be in game, when you start the mission, server plays the animation and clients see a freezed anim (depending on the moment the player is in game);
If you have JIP (mission starts without waiting for all players), the animated unit disappears.

The solution is to run just one instance of the anim, on the server:

if (isServer) then {[this, "REPAIR_VEH_KNEEL", "ASIS"] call BIS_fnc_ambientanim};

Pierre MGI
What my avatar is: An owl with OLS (meatball) in its beak. In French navy, "owls" are certified night deck landing pilots.

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#3 Posted at 2017-08-09 09:54        
     
I up this post, I've seen your posts Pierre MGI, on this other thread : BI forum. Can we consider that using this line you gave above wil solve any problem considering animations ? Will every player including JIP ones see the animation (even if it not sync, no problem) ? Or will the unit disappear ?

Polpox had troubles with that in his script CalmAnimations v3. He said it has been fixed, maybe using your solution, but I haven't tested yet.

Do you have any new info considering all that ?