tinter 184 Posted July 31, 2013 I have a mission in which all the playable units are sync'd up to a character damage module and in their init they have "removeallweapons this". Yet when I host a listen server, people say it's only me who's damaged and when people play recon paramedic or recon demo specialists, they have items in their inventory like medikit and FAKs, or in the demo's case, mine detector and toolkit. Yet when I play these classes my backpack is empty. Other people even say they can see the items in my inventory. Is it because I'm hosting a listen server rather than a dedicated one? Share this post Link to post Share on other sites
tinter 184 Posted August 1, 2013 I hope nobody minds bumps. Share this post Link to post Share on other sites
progamer 14 Posted August 2, 2013 Makena ticket on the feedback tracker so the devs can keep track of this issue. Share this post Link to post Share on other sites
cuel 25 Posted August 2, 2013 Try deleting the damage module and type this setDamage 0.5 in their init. 0 is no damage - 1 is dead Share this post Link to post Share on other sites
tinter 184 Posted August 3, 2013 I can report that it fixed the damage portion. However, inventories are not consistent between client and host. Share this post Link to post Share on other sites
cuel 25 Posted August 3, 2013 http://community.bistudio.com/wiki/removeAllItems Share this post Link to post Share on other sites
tinter 184 Posted August 3, 2013 Yes that is what I'm using. Share this post Link to post Share on other sites
Ghost 40 Posted August 3, 2013 have in the init.sqf a section that waits for player to be local then remove gear afterwards // Wait until player is initialized if !(isDedicated) then { waitUntil {! isNull player && isPlayer player}; removeallweapons player; }; Share this post Link to post Share on other sites
tinter 184 Posted August 3, 2013 It would only happen once right? If I were to load a mp save it wouldn't remove their gear again, would it? Share this post Link to post Share on other sites
cuel 25 Posted August 3, 2013 MP saves is generally a bad idea, will likely break a lot and don't even think about it if you're using .sqf scripts If you have removeAllWeapons this; removeAllItems this; and it doesn't work, put up your mission Share this post Link to post Share on other sites
tinter 184 Posted August 3, 2013 It all works, thanks for the help. Share this post Link to post Share on other sites
galzohar 31 Posted August 4, 2013 Try to avoid messing with gear on clients' machines before time>0.01. Or alternatively just manage players' gear on the server during pre-init (with scripts called from their init lines and thus run before the player even loads the mission), and don't run them at all on the clients. Both methods have their ups and downs, depending on what you want to achieve. Share this post Link to post Share on other sites