Hi everyone,
All the continuing rage will end with a question. Please stay with me here guys.
Even though MP designing is my passion, I'm really loosing my patience when I do ArmA MP mission editing. With OFP you at least knew that if you followed the simple MP rules it would work fine.
With ArmA you spend more time figuring out the MP rules than actually making fun and inventive missions.
I have read Mandobles and Spooners MP tutorial, it's great and very informative. Through their info i have learned how to use MP scripts better and how to execute them only on the local machine.
However, as soon as you design a MP mission old OFP style, meaning you depend a lot on (editor placed) waypoints and triggers your planned commands and/or effects
ALWAYS FAIL.
My experience is that ArmA is very MP unpredictable concerning (editor placed) waypoints and triggers, their function and locality is very inconcistent and unreliable. What works on a Hosted server doesn't work on a Dedicated server and vice versa. Am I completely wrong here? I can take a bad critique.
I read somewhere on the forum that the best way to script in MP is to completely
leave out editor placed triggers and waypoints and just use external scripts. That way if you just figure out the locality where to run the script, your plan will allways be functional and editing predictable. Just use publicVariable's to run a script that exits if you are not local.
Question: If I want to be a steady and reliable MP mission designer, should I just rely on local scripts and basically
abandon editor placed triggers and waypoints?Sincerely pissed off... Why can't BIS change the MP solution to:
? ! local : DoesNotMatter command OR
InThisParticularCaseDoNotPublicVariable command?Laggy