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Author Topic: Fog in multiplayer - not seen in single/editor  (Read 3467 times)

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Offline IceShade

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Fog in multiplayer - not seen in single/editor
« on: 24 Feb 2004, 18:39:22 »
What's up with the fog in multiplayer? When I preview my mission there is no fog (fog slider put all the way to the left, skies are clear). However, when I load the map in multiplayer there is fog. I tried removing it with a trigger (1 setfog 0.0) though that didn't seem to work.
I know the editor is very different than multiplayer but I just can't remove that fog. I can increase it, I know, but can't remove it.
I don't want to use the setviewdistance command as that might take up people's resources, and you can't set your personal viewdistance anymore (from the options menu).

Nasty.
Any suggestions?

Also, on a sidenote.. I have a mission, with a proximity trigger (east detected -> music). It runs fine in the editor, or on my own in multiplayer but when someone hosts it and I'm merely a client, the music starts at the begin of the mission, though he doesn't seem to hear anything!
I've checked wether there are ANY east units. There are none, yet the trigger activates. I've checked for "east houses" (like ruins, that can show up hostile on radar) but didn't find any.

I'm using 1.96

Thanks in advance.

IceShade

Offline Artak

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Re:Fog in multiplayer - not seen in single/editor
« Reply #1 on: 25 Feb 2004, 17:57:55 »
G'daem back button! Now I have to write this again  >:( :P ;D

Ok, for the second time..

I'm talking theoretically.
The 'fog' may actually be the fog created by the game's viewdistance. The editor uses the viewdistance you've set in the game's graphics options. If you have a high viewdistance like 2000 or something, 'the fog' is not there, or so apparent at least.
When a mission is played in multiplayer, the mission's viewdistance is set to 900 meters by default, to ensure a smooth gameplay, thus creating 'the fog of viewdistance'.

You can set the viewdistance to higher by using the viewdistance command in the mission, which is:
viewdistance value
the value is in meters from 500 to 5000 or something like that.

Makes sense  ???
Not all is lost.

Offline IceShade

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Re:Fog in multiplayer - not seen in single/editor
« Reply #2 on: 25 Feb 2004, 18:02:16 »
Actually, it does.. Thanks for the reply. I guess there are no other options than using the setviewdistance command? I guess I'm going to have to use that.. Will need to test a couple of things, or it won't do any good.

Any suggestions on the 2nd issue? It's still a mystery to me what triggers it.
« Last Edit: 25 Feb 2004, 18:02:58 by IceShade »

Offline Artak

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Re:Fog in multiplayer - not seen in single/editor
« Reply #3 on: 25 Feb 2004, 20:27:21 »
I see no other options but to use the viewdistance command, because the default in MP is 900 meters. Maybe someone else knows.

On the second matter,
I have no idea how the detection triggers behave in MP. Never used them.
What you're saying is that the trigger's condition is meaningless to clients, and the clients start hearing the music from the start. For some reason the clients ignore the condition. Hmm..

I once tried count units Wgrp1 < 1 in a triggers condition line and that works (works not) just like the problem you described. The server got a sidechat message when the triggers condition was met, but all clients got it in the begining of the mission, totally ignoring the condition.. umm.. buy I don't think it's a related problem still.

You may have to do some scripting to get it to work. Sorry  :-\
Not all is lost.

Offline IceShade

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Re:Fog in multiplayer - not seen in single/editor
« Reply #4 on: 25 Feb 2004, 22:25:40 »
The funny thing is.. I increased the 'size' of the trigger so you would be able to walk into the trigger in different areas. I mean, I had the trigger simply at the front gate... But what moron would enter through the front gate? So I increased the 'size' so if they walked in from the side the trigger would still activate..

The larger trigger didn't work, yet the 'front gate' trigger did. Mysteeeerrrious! *wiggles fingers*

Meh, I'll just add a big fat super duper thick barbed wire and tank trap fence around the side so they HAVE to enter through the front gate... Evil!

Thanks for the help.

Offline IceShade

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Re:Fog in multiplayer - not seen in single/editor
« Reply #5 on: 25 Feb 2004, 23:13:12 »
Aighty. Fixed the fog problem..


Setviewdistance 2000  ---> solution

Now just gotta try the other thingy on a friend's server.
Thanks for the help  :-*

Offline IceShade

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Re:Fog in multiplayer - not seen in single/editor
« Reply #6 on: 26 Feb 2004, 13:57:01 »
Ok, shoot, Myke.

Offline Zombie

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Re:Fog in multiplayer - not seen in single/editor
« Reply #7 on: 27 Feb 2004, 15:39:43 »
for your second issue,  I am not certain why it works exactly, but by adding a game logic called server it will solve many MP issues.I always put that game logic in.  If it's not needed, it doesn't seem to cause problems either, maybe that will help your issue?

Offline myke13021

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Re:Fog in multiplayer - not seen in single/editor
« Reply #8 on: 27 Feb 2004, 15:46:36 »
here we go icy  ;D

i think u can solve the prob by using 2 triggers and a variable.

first trigger (the one you already have), instead of playing the music, just put in it's on activation field

myvariable true

you might give it another name, but this is just an example.

2nd trigger: put in the condition field

myvariable

and make this trigger play the music.

I know at cutscenes there are MP problems cause triggers do fire only local. By setting the first trigger to set a global variable to true, and a second trigger which fires when this global variable has become true, should solve the prob.

Offline IceShade

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Re:Fog in multiplayer - not seen in single/editor
« Reply #9 on: 27 Feb 2004, 15:47:07 »
Yeah, maybe. If you got just explain me what you mean with 'game logic'  :P

Offline IceShade

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Re:Fog in multiplayer - not seen in single/editor
« Reply #10 on: 27 Feb 2004, 15:52:46 »
Yay Myke! ;)

You know, that sounds perfect.

Basically, you want the 1st trigger to detect the eastern forces, right?
Let's call the variable "Myke" " (how original :P)

1st trigger

East Detected
On activation: "Myke = true"

2nd trigger

Condition: "Myke"
Effects --> play music.

Heh, wow. Never thought of that, yet I've used it frequently in my mission.

Cheers  :cheers:

Offline Artak

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Re:Fog in multiplayer - not seen in single/editor
« Reply #11 on: 27 Feb 2004, 16:05:54 »
for your second issue,  I am not certain why it works exactly, but by adding a game logic called server it will solve many MP issues.I always put that game logic in.  If it's not needed, it doesn't seem to cause problems either, maybe that will help your issue?

Just adding a gamelogic named as server solves nothing on it's own. A gamelogic can be used to draw a line between the server and the clients. Usually the gamelogic is named as server to make it stand out.
For example I could have

?!(local server): exit
player sidechat "mom"

in a script. The first line checks if an object called server is local on the machine where the script is being ran, if it's not, the script exits. So, the above will print the line 'mom' on server only.
If I had a gamelogic called 'gamelogicnumber5', the above line would just read ?!(local gamelogicnumber5):exit.
Not all is lost.

Offline myke13021

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Re:Fog in multiplayer - not seen in single/editor
« Reply #12 on: 27 Feb 2004, 16:43:51 »
yep icy, you got it...imo this should work.

Tactician

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Re:Fog in multiplayer - not seen in single/editor
« Reply #13 on: 02 Mar 2004, 08:19:33 »
About this trigger.  Is the "angle" set to anything besides 0?

In some versions of Resistance it always read trigger angle as 0 for MP clients, don't know if they fixed it or not.  Was total havoc for client-side safezones in one of my missions.  Anyway, that could cause the trigger to cover areas you don't want it to.

Tactician

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Re:Fog in multiplayer - not seen in single/editor
« Reply #14 on: 02 Mar 2004, 08:57:31 »
By the way, a clarification on fog.  In SP missions and the mission editor the game uses your view distance and terrain detail as set in video options unless overridden by setViewDistance or setTerrainGrid in the mission.  In MP missions the game uses 900m view distance and "very low" (50) detail terrain unless overridden by those two commands in the current mission.  To make sure an MP mission looks exactly the same ingame as it looks in my editor, I always set the view distance and terrain grid manually in init.sqs, even if they're set to MP defaults of 900/50.

If all is finished please set topic as resolved so we can add to FAQ ;)