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Author Topic: coop objectives problems  (Read 1218 times)

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seldom

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coop objectives problems
« on: 07 Mar 2003, 22:41:11 »
well.  i have made a coop mission with three objectives.  the first objective is a standard "east not present" trigger, and the other two are both "kill all members of a group" type triggers.  these group kill triggers work fine in preview and in single player, and for the host of a MP server.  but for the client players who join the server, objectives 2 & 3 are completed right from the start of the mission.
as soon as the first objective is complete, their mission ends (debrief) whereas the player who is the server keeps going and can do the other objectives.

does anyone know why this would be?

Offline Ranger

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Re:coop objectives problems
« Reply #1 on: 10 Mar 2003, 21:33:48 »
I have no idea why that is happening.  However, as a workaround, try changing the trigger or try using a script to detect if those groups are dead.

As one idea, try doing the following steps:

1.  Put the following code in the initialization field of one group's leader:

squad1 = group this.

2. Delete the current trigger that detects of that group is dead, and create a new one.

3. In the trigger's Condition field, put the following code:

"alive _x" count (units squad1) < 1

4. In the trigger's On Activation field, put whatever code you had in the original trigger.

5. Repeat steps 1-4 for the second group, but use squad2 for the group's name.

See if that solves the problem.
Ranger

Offline Chris Death

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Re:coop objectives problems
« Reply #2 on: 11 Mar 2003, 16:53:35 »
As for the triggers being activated right from the start i have
an idea:

could it be you're using rectangle triggers?

Because rectangle triggers in multiplayer seem to be on different locations on clients than on the server.

Elipse triggers should be located correctly on server and
client side.

~S~ CD
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

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