Valfunction 1 Posted August 24, 2013 I have a script that is run from an addAction. The addAction is added to the playable units (MP). I want to make it so only the person who the addAction is attached to is able to use it. In other words, player A cannot access the action which is attached to player B. Is there a way to do this? Share this post Link to post Share on other sites
Coding 12 Posted August 24, 2013 (edited) yes need more info! only a human player shall have the actcion (cheating)? only a role in the mission shall have the action? private ["_coding","_ids"]; _coding = "76561197996296785"; _ids = [_coding]; { if (getPlayerUID player == _x) then { //player addAction["AH-99", {"B_Heli_Attack_01_F" createVehicle (getPos player);}]; }; } forEach _ids; Edited August 24, 2013 by Coding Share this post Link to post Share on other sites
kylania 568 Posted August 24, 2013 addAction is local anyway, so just have the player add it to themselves via script instead of from the map. if (local unit1) then { unit1 addAction ["Say cheese!", {unit1 sideChat "Cheese!"}]; }; Might work :) Share this post Link to post Share on other sites
Valfunction 1 Posted August 24, 2013 (edited) Sorry I'll be a bit more specific. Each unit has a "beacon" which is activated/deactivated via an action. Each unit should be able to turn on their own beacon on/off but not another unit's beacon (all units are human so don't have to worry about AI). @kylania On a dedicated server now I have no addAction options at all. My assumption is that it is adding the actions locally to the server so the clients cannot see them. @coding I don't know how to get UIDs but stepping through the code I don't really see how it is different from just adding the actions via the init field for each unit. EDIT: I seem to have sussed it by fiddling the parameters. Now looks like this: _unit addAction ["Beacon", "beacon.sqf", [] , 1 , true , true , "" , "_this == _target"]; This way it checks if the unit the action is attached to and the one triggering the action are the same. Edited August 24, 2013 by Valfunction Share this post Link to post Share on other sites
Coding 12 Posted August 24, 2013 my code was intended for use with a unique human Share this post Link to post Share on other sites