The server player - soso you never thought about the
possibility that your mission will be played on a dedicated
server then?
OK - first off: you should post more details how you did
what, or it might become a big thread with a lot of answers
just by guessing, where your problem comes from.
player exists on all machines and returns a different unit
on all machines (except on a dedicated server, where
there is no player).
Also you could try using waypoint type: scripted instead
of lock/unlock the wp's.
Why? - because wp - scripted works that way:
let's say there are 3 waypoints:
wp1 - move
wp2 - scripted (in the field scripted, just type: scriptname.sqs)
wp3 - move
what happens?
unit has to move to wp1, when wp1 has been passed,
the script starts running - the unit can now be under full
control of the script, and wp3 will not appear, until the
script has ended.
Waypoint type scripted also automatically passes a few
parameter to that script, which may come in handy to use:
_this select 0 = owner of the waypoint (group)
_this select 1 = position of the waypoint (position array)
_this select 2 = target of the waypoint (e.g: an object
where you placed the waypoint onto)
_this select 4 = dunno - it always returns the value 0, and
also it wasn't mentioned to exist in the manuals - so don't
care about _this select 4
Well, if you want to know more about the waypoint type
scripted, then just head over to this thread, where i
made a more complex description including an example
mission:
http://www.ofpec.com/yabbse/index.php?board=6;action=display;threadid=10697~S~ CD