FLMM multiple script execution order
OK, another oddity when using scripts in FLMM. I have scripted the addition of ships to my LAN server, using 1 script per ship, and another script for weapons, effects etc. Now I have to deploy this on my LAN server and 4 clients.
Here's the interesting bit ...... using this approach I get different execution orders for the scripts on different machines .... resulting in different IDS_NAME ID's for ships .... which means player1 might be flying XYZ ship, and when player 2 sees him fly past the ship he sees is actually ABC ship !!! I had two systems deploy in 1 order and 2 in another. Interestingly two of the systems that differred are identical builds in terms of OS, patch revision etc..
Any tips / clues ???
Here's the interesting bit ...... using this approach I get different execution orders for the scripts on different machines .... resulting in different IDS_NAME ID's for ships .... which means player1 might be flying XYZ ship, and when player 2 sees him fly past the ship he sees is actually ABC ship !!! I had two systems deploy in 1 order and 2 in another. Interestingly two of the systems that differred are identical builds in terms of OS, patch revision etc..
Any tips / clues ???