fuerst_von_butz 1 Posted July 29, 2013 Hello, I would like to have player localized crates in my coop mission, that means every player sees a crate at the same position but with different content. And I think I already achieved this, but I would like some advanced scripters to check my solution, mainly for me to improve. - placed a maker with name ammo_local - placed a trigger with condition local player; and on activation nul = ["ammo_local"] execVM "scripts\ammo_local.sqf"; - named the playable units s01, s02, s03... And this is the script: // Locality: Players only if (isDedicated) exitWith {}; // Variables _crate_pos = getMarkerPos (_this select 0); _crate = "Box_NATO_Wps_F" createVehicleLocal _crate_pos; // Get started clearMagazineCargo _crate; clearWeaponCargo _crate; switch (player) do { case s01: { // Ammo _crate addMagazineCargo ["30Rnd_65x39_caseless_green_mag_Tracer", 16]; // Basic Gear _crate addWeaponCargo ["arifle_MX_F", 1]; _crate addWeaponCargo ["arifle_MXM_F", 2]; _crate addWeaponCargo ["arifle_MXC_F", 3]; _crate addWeaponCargo ["optic_Hamr", 3]; _crate addWeaponCargo ["optic_Arco", 4]; _crate addWeaponCargo ["optic_Holosight", 5]; }; case s02: {}; case s03: {}; }; This works in the editor preview, as player s01 I see the specified content. Will this work on a dedicated server? Are there caveats? Side question: Why am I not able to use those optics on any of those weapons, is it a bug? Cheers! Share this post Link to post Share on other sites
kylania 568 Posted July 29, 2013 That's a pretty solid plan. There's a fillcrate script from Tonic that does something similar, hides the global box and replaced it with a local copy. _box = _this select 0; _type = _this select 1; // snip _bType = typeOf _box; _bPos = getPos _box; //Hide the global ammo box & create a local one *temp fix for locality issues). if(!local _box) then { _box hideObject true; _boxn = _bType createVehicleLocal [0,0,0]; _boxn setPosATL [_bPos select 0,_bPos select 1,0]; } else { _boxn = _box; }; clearWeaponCargo _boxn; clearMagazineCargo _boxn; clearItemCargo _boxn; clearBackpackCargo _boxn; // more script From @file Version: v0.2 @file name: fillCrate.sqf @file Author: TAW_Tonic Share this post Link to post Share on other sites
Larrow 2818 Posted July 29, 2013 Side question: Why am I not able to use those optics on any of those weapons, is it a bug?Use addItemCargo for the scopes instead. Share this post Link to post Share on other sites
mikie boy 18 Posted July 29, 2013 http://forums.bistudio.com/showthread.php?143786-Ranked-Weapons-Crate-not-creating-Correct-Weapons&highlight=rank+weapons Seems ur script is sound. Added the link about just in case u run into any difficulties. Share this post Link to post Share on other sites
fuerst_von_butz 1 Posted July 30, 2013 Thanks guys! Use addItemCargo for the scopes instead. Damn, would've never find that one out. Share this post Link to post Share on other sites