bangabob 41 Posted June 17, 2013 This is really annoying espicially as old fixes go out the window with the removal of vehicleinit. Heres my script if (!isServer) exitwith {}; private ["_randomisedDistance","_SideRandomPos","_SideObject","_SO1","_SideLandSea","_eosType","_isDestroyObject","_addVehicle","_descriptiontwo"];_SidePosition = markerPos (_this select 0); //---------------------------------------------------------------SET OBJECTIVE BELOW---------------------------------------------------------------------------------// ["SecondSide"," Destroy the object","Check your map for the the location of the valuable cargo "] call SHK_Taskmaster_add; _isDestroyObject = true; //True = Blow up to complete/ False = get within 10 meters _SideLand = true; //land = true - Sea = false _SideObject = "Land_CinderBlocks_F"; //Set object to spawn _radiusPlacement = 50; //Set randomisation _globalSideMkrName = "SOMarker"; //In editor Marker name //------------------------------------------------------------------GO TO BOTTOM----------------------------------------------------------------------------------------// _sideMkrName = (_this select 0); _globalSideMkrName setmarkerpos getmarkerpos _sideMkrName; _globalSideMkrName setMarkerAlpha 1;_globalSideMkrName setMarkerText "Side Mission"; _SideRandomPos = [_SidePosition, random _radiusPlacement, random 359] call BIS_fnc_relPos; _SO1 = _SideObject createVehicle _SideRandomPos; _SO1 lock true; if (_isDestroyObject) then { _SO1 addAction ["Plant/Arm C4 Explosive","sides\Sabotage.sqf"];}; if (_SideLand) then {_eosType = "sides\EOSside.sqf";_addVehicle=True;} else {_eosType = "sides\EOSdivers.sqf";_addVehicle=false;}; null = [_sideMkrName,true,_addVehicle] execVM _eosType; if (_isDestroyObject) then { waituntil {!alive _SO1}; deletevehicle _SO1; _globalSideMkrName setMarkerAlpha 0; } else { waitUntil { sleep 1; ( {side _x == WEST && (_x distance _SO1) < 10} count allUnits) > 0 }; _units = []; // all WEST units within 10m of _spwnpos { if (side _x == WEST && (_x distance _SO1) < 10) then { _units set [count _units, _x]; }; } forEach allUnits; deletevehicle _SO1; _globalSideMkrName setMarkerAlpha 0; null = [] execVM "sides\sidebonus.sqf"; }; //----------------------------------------------------------------SET NEXT TASK (IMPORTANT)--------------------------------------------------------------------------------// ["SecondSide","succeeded"] call SHK_Taskmaster_upd; SecondSide = true; publicVariable "SecondSide"; So basically i have spawned an object named "_SO1" which i am trying to add an action to. Works in editor and when i host my own server. But when played on a dedicated it stops working faster than a chocolate teapot. I have looked at several fixes. None of which have worked for. Any help is appreciated. Share this post Link to post Share on other sites
dr_strangepete 5 Posted June 17, 2013 (edited) im green when it comes to multiplayer, but i wanted to ask: could it be your use of (!isServer) exitWith{}? should you instead be using isDedicated? Edit: Do you know exactly where it is dying? is the object even spawning? Edited June 17, 2013 by dr_strangepete Share this post Link to post Share on other sites
Larrow 2804 Posted June 17, 2013 addAction is a local command. Add a quick function before isserver e.g if (!(isNull player)) then { fnc_MPaddAction = { _this addAction ["Plant/Arm C4 Explosive","sides\Sabotage.sqf"]; }; }; Then replace your addaction with a call to bis_fnc_mp to run that function on all clients. Something like [_SO1,"fnc_MPaddAction",nil,true] spawn BIS_fnc_MP; Share this post Link to post Share on other sites
bangabob 41 Posted June 17, 2013 addAction is a local command.Add a quick function before isserver e.g if (!(isNull player)) then { fnc_MPaddAction = { _this addAction ["Plant/Arm C4 Explosive","sides\Sabotage.sqf"]; }; }; Then replace your addaction with a call to bis_fnc_mp to run that function on all clients. Something like [_SO1,"fnc_MPaddAction",nil,true] spawn BIS_fnc_MP; Thanks i will try that out. Share this post Link to post Share on other sites
Beerkan 71 Posted June 17, 2013 Once I understood the question, it's a fantastic answer Larrow. And all to a question I didn't even know I needed to ask. Works a treat. And thanks to BangaBob for asking it. Share this post Link to post Share on other sites