Yeah toadlife, i know what you mean, but what i mean is:
The difference between a dedicated server, and a client server.
With client server, i mean: where the host pc is also a player pc.
And this client server is also one of the reasons, why things
go wrong in mp. Very often, the host player is required to
have a trigger become activated on his pc, so that it works for
the others too.
OK, by your last post, i figured out, you're already testing on
a dedicated server (where all players are equal because they're all clients).
But again i'd suggest you to try different ways.
I've noticed a lot of times now, that there were different
results, depending on how i tried to activate one and the
same effect (by radio-call, by gamelogic's waypoint, by unit's
waypoint, trigger with radius, trigger with special condition,
etc.)
The point i want to hit here is: some events will be transmitted different to other events.
Just one more example:
a trigger with a condition:
"_x distance object < 200" count (units mygroup) > 0
works always more precise in mp, than trying to get the
same thing by using a trigger with the center on top of
the object, radius: 200/200 - activation: west/present
(or shall it be grouped to the squad).
If you display the same message out of the two triggers,
there will be different results.
I've noticed, that trigger 1 displays the message onto all
screens, while the second one displays them only to local
screens (in this case i mean with local: players, who are
present in that trigger area).
:note - this doesn't happen everytime, but in some cases
it does (it depends also on the technique, you're using to
display that message).
LOL, why am i bothering you here with that client server stuff,
when you're at all testing on a dedi' server
No, just tried to clarify, what i did mean with my first reply.
~S~ CD