HideobjectGlobal is fine on server in MP but not when running preview or playing as SP mission or even for JIP in MP.
Description
Details
- Legacy ID
- 1315609710
- Severity
- None
- Resolution
- Fixed
- Reproducibility
- Always
- Category
- Scripting
write if !(isServer) exitwith {}; this hideObjectGlobal true in an object/unit init field. Run preview or SP mission or when in MP, look at this object after JIP.
I know the condition if !(isServer) exitwith {}; makes the JIP can't run this init field, but hideObjectGlobal should work in SP and JIP as well, according to BI documentation.
Event Timeline
This Command does only work on a multiplayer-platform. You need to run it on your server. (e.g. in the init.sqf (serverside)). Afaik, you have to name the units/objs or use the static ID of the objects to let the server know who/what you wanna hide.
Our hideobjectglobal.sqf script is working well on server and/or HC.
Greetings,
G00golplexian
alternate syntax worked in SP in previous update, i don't know why they disabled it now.
G00golplexian, I named units/objects to hide, in editor, (in order to reveal them further with a script) but this is not the same solution as for bis_fnc_setTask issue, unfortunately.
Furthermore, hideObject is not a solution when you're trying to script a SP/COOP mission :)
If you have time, just in basic preview/SP, add a some_object hideObjectGlobal true with editor, car, helo or any vehicle. Jump into it and have a good time!
In MP, as i wrote, JIP is broken if JIP doesn't run the hideObjectGlobal. That means you have choice between:
- firing hideObjectGlobal on server (i tried only hosted one) and JIP can see the "hidden" object;
- firing hideObjectGlobal in init, for everyone, and JIP will reset the object status if this one has evolved via scripts. A revealed object will return hidden.