Have you tryed to make multiplayer missions ?
I'm founding lots of problems.Principally with the payer's scope.I'll make a compilation of them:
AI Objects:
-Imposible to deactivate it for all multiplayers.I do an OAA with "All multiplayer" target, but its only the host ( who launchs the mission) who experiences the correct action.( De-action, in this case)
Effects:
-Imposible to make visible for all players an effect action, like a firework.( Target all multiplayer, of course).The same as above.Just the host can see the effect.
Simvars:
-Imposible to use simvar IF instruction (FSXME), for example, to read the transponder code of each player.FS doesn't retrieve a value ( Think cannot to specifie each player)
It's frutrating try to make a multiplayer mission with those limitations !
I'm founding lots of problems.Principally with the payer's scope.I'll make a compilation of them:
AI Objects:
-Imposible to deactivate it for all multiplayers.I do an OAA with "All multiplayer" target, but its only the host ( who launchs the mission) who experiences the correct action.( De-action, in this case)
Effects:
-Imposible to make visible for all players an effect action, like a firework.( Target all multiplayer, of course).The same as above.Just the host can see the effect.
Simvars:
-Imposible to use simvar IF instruction (FSXME), for example, to read the transponder code of each player.FS doesn't retrieve a value ( Think cannot to specifie each player)
It's frutrating try to make a multiplayer mission with those limitations !



