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Author Topic: Baffled by server/client problems  (Read 1164 times)

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AlejandroDaJ

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Baffled by server/client problems
« on: 11 May 2004, 01:54:34 »
I made an East versus West race mission, but I'm haunted by server vs. client problems that I thought I'd taken precautions against. They include:

  • Triggers only displaying text for one team (the west)
  • Map markers only updating for one team (the west)
  • Camera cinematics only working for one team (the west)
  • Earlier today, when I was testing the mission, the West completed the mission and got the Mission Accomplished screen, while I (on the East) kept playing the game cluelessly... it hadn't ended!
All these instances and the variables used by them are handled by Triggers, which I thought coordinated the same results on the server AND all clients. Yet, these problems keep occurring.

The mission is a "fox and hound" one, where the West runs a ground race while the East pursues by helicopter. The West is responsible for capturing various towns along the route, so Western players are the only ones who trigger these events. Could that have something to do with it?

I'd appreciate any solution to this dilemma.

Offline Terox

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Re:Baffled by server/client problems
« Reply #1 on: 14 May 2004, 18:24:38 »
you need to post each problem in an individual thread and also copy into the thread the scripts you are using so we can see what the problem is.

What you are basically asking at the moment isn't possible without more info
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Offline Chris Death

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Re:Baffled by server/client problems
« Reply #2 on: 14 May 2004, 19:20:33 »
Nah Terox, i believe his only problem is that:

triggers activated by the presence of certain units (or side)
do only work for those clients, who are inside the trigger's area.

All problems comming from the same reason - therefore i think
no reason for posting each problem seperately.

:edit

after posting this reply i had no time left to come back to the thread
until now, but now:

another reason for those things not working beside units not being
in the trigger's area is also: trigger activated by side in some cases
like in this one will not produce the expected effects for those
clients who do not match with the trigger's activation specifications
e.g: west/present do not affect players from east - anywayz the
solution for both cases is the same as i posted already below.

@AlejandroDaJ

To avoid such problems you may use publicVariables when those
triggers become activated and upon these publicVariables you
start your events.

e.g:

onActivation: they_are_there = true; publicVariable "they_are_there"

And have everything else (like setmarkerpos or messages, etc.)
waiting for the variables instead of waiting for the trigger's
activation.

~S~ CD
« Last Edit: 15 May 2004, 06:52:54 by Chris Death »
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

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