falconx1 13 Posted July 31, 2013 i want to add each faction to one group, so west is in their own group and independent is in their own group etc. i want to know if im doing this correct first of all. GroupGreen.sqf //--create group for Independent, then have independent players join the group _GroupGreen = Creategroup independent; [g1,g2,g3,g4,g5,g6,g7,g8] joinSilent _GroupGreen; GroupBlue.sqf //--create group for West, then have west players join the group _GroupBlue = Creategroup west; [b1,b2,b3,b4,b5,b6,b7,b8] joinSilent _GroupBlue; each green player in editor is named: g1,g2,g3,g4,g5,g6,g7,g8 each blue player in editor is named: b1,b2,b3,b4,b5,b6,b7,b8 each green players init field: null = [this] execVM "GroupGreen.sqf"; this addeventhandler ["respawn","_this execVM 'GroupGreen.sqf'"]; each blue players init field: null = [this] execVM "GroupBlue.sqf"; this addeventhandler ["respawn","_this execVM 'GroupBlue.sqf'"]; so another question. If I'm adding players to the groups correct etc do you see any bugs in code? like every single player who JIPS or respawns from death will always go into its right team sides group or no? Share this post Link to post Share on other sites
kylania 568 Posted July 31, 2013 Why not just start them in the same group? F2, drag. Share this post Link to post Share on other sites
falconx1 13 Posted July 31, 2013 are they gonna be back in group when they respawn? i still would like to know if i'm doing it right etc, because im trying to learn scripting more too Share this post Link to post Share on other sites
galzohar 31 Posted July 31, 2013 Yes, groups are preserved upon respawn. ---------- Post added at 03:38 PM ---------- Previous post was at 03:36 PM ---------- Yes, groups are preserved upon respawn. Also, the arguments of the function must be local to the machine running it, so you are not supposed to run it for a player on the server or run it for a player on another server's machine. Share this post Link to post Share on other sites