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Author Topic: Trouble exporting to multiplayer  (Read 2363 times)

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redmenace

  • Guest
Trouble exporting to multiplayer
« on: 02 Dec 2005, 22:24:06 »
For some reason or another, when I export my map to multiplayer, it seems to be stuck at an older version of the map. The way I can tell this is that certain vehicles are missing, and certain ammo boxes don't have the right things in them. The map isn't complicated or anything, the only scripting it involves is toadlifes weapons respawn script. Does anyone know why it won't export to multiplayer correctly?

** edit: fixed **
« Last Edit: 02 Dec 2005, 22:39:23 by redmenace »

Durbs

  • Guest
Re:Trouble exporting to multiplayer
« Reply #1 on: 03 Dec 2005, 05:17:52 »
I noticed the same problem when I first started editing.....the reason you are finding an older version of your mission is because when you save to multiplayer it does not overwrite the existing (previously saved version) of the mission (in your mpmissions folder.)
Instead it just performs the "save" function and the mission is not PBO'ed/exported to anywhere.

So to avoid ^^ from happening, you need to remove/delete the existing (previously saved version) of the mission from your mpmissions folder.
This often involves having to shutdown ofp before you can delete the old PBO.  :( Very annoying but wtf can ya do?

Lets hope BiS corrects this flaw in ArmA. :-\


redmenace

  • Guest
Re:Trouble exporting to multiplayer
« Reply #2 on: 03 Dec 2005, 19:09:36 »
actually all I did was remove all the scripts from the users/user/missions/ folder, leaving only the sqm file. Then I went in and exported, which updated the map, and then I had to move all the scripts back in and export again. :\

pazuzu

  • Guest
Re:Trouble exporting to multiplayer
« Reply #3 on: 03 Dec 2005, 20:32:39 »
ÐurbanPoison is right. You just need to manually delete the old pbo before you export again. You dont need to shut down the game just go back to the screen where you choose campaign, single or multiplayer and then delete.

Also its best to if your making multiplayer missions to use the editor in multiplayer. That way you have the option to preview your mission and access it easily from multiplayer.

Durbs

  • Guest
Re:Trouble exporting to multiplayer
« Reply #4 on: 04 Dec 2005, 01:22:30 »
Quote
You dont need to shut down the game just go back to the screen where you choose campaign, single or multiplayer and then delete.
I recieve an error message regardless of what screen my flashpoint is at. If it's running...and I have tested the mission in multiplayer - it will not allow me to remove/delete the PBO until the game is shutdown.
See "NoDeleteMsg.jpg" image below. If any1 knows a way to avoid this...pls do share!! :-*

Quote
Also its best to if your making multiplayer missions to use the editor in multiplayer.
eeeeeerrrr wtf?! I always use my offline/regular mission editor. I didn't know you could edit in multiplayer....unless you mean the mission wizard....but that is very diffrent to the offline/regular mission editor...as far as i know. Please explain a lil better Pazuzu what you mean by "editor in multiplayer".
Thanks :)

« Last Edit: 04 Dec 2005, 01:24:14 by ÐurbanPoisonâ„¢ »

pazuzu

  • Guest
Re:Trouble exporting to multiplayer
« Reply #5 on: 04 Dec 2005, 01:30:14 »
Quote
I recieve an error message regardless of what screen my flashpoint is at. If it's running...and I have tested the mission in multiplayer - it will not allow me to remove/delete the PBO until the game is shutdown.
Hmm, it always works for me....

Edit: Once you move your mission folder to user mpmissions I think you'll be able to delete this way.

Quote
eeeeeerrrr wtf?! I always use my offline/regular mission editor. I didn't know you could edit in multiplayer....unless you mean the mission wizard....but that is very diffrent to the offline/regular mission editor...as far as i know.
You just go into multiplayer and use the "New-Editor" or if you already have a mission going you can move the mission folder to user mpmissions folder. This way you can access from multiplayer & preview. You wont have to do so much deleting and making of pbo's just to test...
« Last Edit: 04 Dec 2005, 03:15:23 by pazuzu »

Durbs

  • Guest
Re:Trouble exporting to multiplayer
« Reply #6 on: 04 Dec 2005, 09:12:00 »
Wow! I can't believe that I have been doing this the hard way for so long! OMG - mp editor is sweeeeeeeeeeet ;D

Thanks alot :)

...wait a sec....Are there any bugs/drawbacks you notice using mp editing? :-[
« Last Edit: 05 Dec 2005, 01:15:41 by ÐurbanPoisonâ„¢ »

Lt_Ryan

  • Guest
Re:Trouble exporting to multiplayer
« Reply #7 on: 05 Dec 2005, 02:22:48 »
Quote
I recieve an error message regardless of what screen my flashpoint is at. If it's running...and I have tested the mission in multiplayer - it will not allow me to remove/delete the PBO until the game is shutdown.
See "NoDeleteMsg.jpg" image below. If any1 knows a way to avoid this...pls do share!!
You have the mission opend (you were editing or playing) it when you attempted to delete it... but if still it comes up with the error message it might just be quicker to save your user data and reinstall OFP.

It works best just to start making a mission in the multiplayer mission editor instead of making it in the mission editor when making a MP mission. As many of you have said.

 All the game does when you export a mission to MP is compresses it into a PBO and puts the PBO in the MP missions folder in the main directory instead of the users\username\mpmission folder. So by editing in MP you are just editing the missions in your mpmissions folder.
« Last Edit: 05 Dec 2005, 02:25:33 by Lt_Ryan »

Durbs

  • Guest
Re:Trouble exporting to multiplayer
« Reply #8 on: 16 Dec 2005, 00:57:48 »
lol - thx ryan for repeating what has clearly already been stated above.  ::)

Offline General Barron

  • Former Staff
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Re:Trouble exporting to multiplayer
« Reply #9 on: 05 Jan 2006, 22:24:08 »
Wow! I can't believe that I have been doing this the hard way for so long! OMG - mp editor is sweeeeeeeeeeet ;D

Thanks alot :)

...wait a sec....Are there any bugs/drawbacks you notice using mp editing? :-[

Lol... it took me a while to realize this existed as well. There are no drawbacks to this method--actually, there are drawbacks to NOT using the MP editor. That is, it acts like a SP mission instead of a MP one when you preview it. For example:

* You don't respawn/turn into a seagull after death
* Some scripting commands work differently in SP then in MP, even with only 1 player

So the lesson is: ALWAYS EDIT MP MAPS IN THE MP EDITOR!

----------------

The other really cool thing is that you can make a MP mission "on the fly". That is, on a server, you can create a mission in the editor, and play it, without having to compile/upload it to the server. Mission wizards would seem better suited to this though; but you could also, for example, open a 'completed' mission in the editor, change a few unit's positions, then play.
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