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Posted

Does Trigger Activate -> Vehicle Object not work in multiplayer?

As you can see in the image, I have a complex trigger that activates when the players fire a flare. Then, the Trigger Activate fires off to each of the vehicles... However, the vehicles won't "spawn" in. This only occurs on multiplayer it seems because when I use Trigger Activate on single player missions, it works flawlessly. (I even took this convoy from my single player mission file.) When I use a Trigger Spawner, it works fine in multiplayer. Did I do something wrong?

 

 

 

 

 5LsTdsr.jpg

Posted

No power (Timer Link) to initial waypoint which has the Staff Car #2045 as its object that I can see. Nor do I see a Command Formation MCU.

Initial waypoint must have Link which has as its base some type of power MCU. Be it Mission Begin, a Check Zone which was powered by Mission Begin. etc. etc.

 

In your scenario you need to create a .555 to 2sec Timer which is targeted by Timer ID# 2195. Have that Timer Target the 1st Waypoint for the Staff Car #2045. You will need to go back and remove all your waypoints for the group and then proceed again after this is done properly starting from the First Waypoint then LSHFT-LMouseCLICK to create successive waypoints. This .555 to 2sec Timer should also target the Command Formation MCU, which has the Staff Car # 2045 as its Object, you wish for the column.

 

Only the Staff Car #2045 needs to be activated.

Do all vehicles have Enabled "Unchecked" within their properties?

Are all vehicles Dialoged linked to Staff Car #2045?

 

Whatever you wish the column to do Stop. Panic, Move again. Must have a Command MCU targeted by some type of powered event, timer etc. With the Lead Vehicle as its object for Activated columns and/or spawned individual vehicles set up as columns to work in tandem.

 

Tip

Posted

In my haste I failed to mention my issue. The vehicles won't appear in the level in with trigger activate.

Posted

Activating the leader should work, both in SP and MP. That's what I used for my columns.

 

I think the problem probably lies with the complex trigger.

Posted

 

Maybe the video can help explain what I want, and the issue I am having. Thanks again for all your help guys. :D

Posted

Do a few things.

First, place a new Complex Trigger and pipe it in - delete the old one. Make sure it's set correctly (forgetting "check planes" etc bites me sometimes)

Test

Second, deactivate every vehicle on the column.

Test

Pace a 1 sec timer between activate and the leader, and an additional 1 sec timer to the first waypoint.

 

Report back.

Posted (edited)

Do a few things.

First, place a new Complex Trigger and pipe it in - delete the old one. Make sure it's set correctly (forgetting "check planes" etc bites me sometimes)

Test

Second, deactivate every vehicle on the column.

Test

Pace a 1 sec timer between activate and the leader, and an additional 1 sec timer to the first waypoint.

 

Report back.

 

Reporting back:

 

1. The complex trigger works fine. Did you see the video I posted?

2. Deactivating all the vehicles or just the leader makes no difference. The vehicles do not spawn in when they're supposed to when using an trigger activate.

3. I don't have waypoint issues, I have spawner issues. My waypoint has a 5second delay after the vehicles spawn in.

Edited by [TWB]Sketch
Posted

Please Re-Read what I posted and make the changes recommended Sketch.

Looking at the vid you are attempting to use Spawning technics for Activating and controlling Group.

Activating and Spawning are completely separate and work differently.

Tip

  • Upvote 1
Posted

Reporting back:

 

1. The complex trigger works fine. Did you see the video I posted?

2. Deactivating all the vehicles or just the leader makes no difference. The vehicles do not spawn in when they're supposed to when using an trigger activate.

3. I don't have waypoint issues, I have spawner issues. My waypoint has a 5second delay after the vehicles spawn in.

 

I was just eliminating variables.

I've seen strange behavior with regard to the complex trigger.

Posted

I tried using flare detection a while ago, it did not work. Now it does, cool! I think we can eliminate the complex trigger, although it wouldn't hurt to remove it from the loop.

I normally uncheck all vehicles, then enable only the leader. That works for me, should work for everyone else.

I don't see what could be causing this. Maybe something outside of the view. You wouldn't have something that erroneously delete these vehicles earlier in the mission, or?

Posted

Deleted everything and started over. Now it seems to work. Hmmm. Thanks again for your help everyone.

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