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Multiplayer Scripting - Player Specific


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#1 madmax_the modder

madmax_the modder
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Posted 21 April 2010 - 05:50 PM

OK i will try and explain this as clearly as i can. I am creating all my own AI scripts for my Generals Mod, and i have come against another obstacle.

The idea is that when a player builds a Naval Factory, they will be informed with a speech file some basic instructions as to relocating the factory etc etc. Now i have no problem at all gettin the speech file to fire where needed. The real problem is that, the speech file is played for *everyone* present in the game.

*** IF ***
[???]'ChinaNavalFactory' has been built by Player 'player0'
*** THEN ***
'CUSTOM_NvFcWarning' plays, allowing overlap FALSE (true to allow, false to disallow).

(this also has entries for each potential player in the game - up to player8)


I have tried using the <Local Player>, but it seems to cause crashes within multiplayer games. Does anyone know of a way to single out the player that triggered it, and respond to that player only with the appropriate action?




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