jcarrest 10 Posted September 12, 2013 when I create a group of enemies triggering a script in a box, create a group by player. if (isServer) exitWith { _minusculas = _this select 0; switch (typeName _minusculas) do { case "ARRAY": {_pos = _minusculas}; //position case "OBJECT": {_pos = getposATL _minusculas}; //object case "STRING": {_pos = getMarkerPos _minusculas}; //marker }; _pos = getMarkerPos _minusculas; pen = "Land_PenBlack_F" createVehicle (_pos); pen allowDamage false; _centro = (_pos); _random = (round(random 2) + 1); for "_i" from 0 to _random do { _randompatrol = (round(random 200) + 200); _randomdistance = (round(random 150) + 200); _randomPos = [[[getPos pen,_randomdistance]],["water","out"]] call BIS_fnc_randomPos; _grp = createGroup east; _grp = [getMarkerPos "athira", EAST, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad")] call BIS_fnc_spawnGroup; [_grp, getPos pen, _randompatrol] call BIS_fnc_taskPatrol; Sleep 1; }; I tested with: if (isServer) if (isDedicated) if (!isServer) if (!isDedicated) I do not know which is the correct for mi dedicated server... Share this post Link to post Share on other sites
kylania 568 Posted September 12, 2013 if (!isServer) exitWith {}; // Only the server is left past here _minusculas = _this select 0; ... Share this post Link to post Share on other sites
jcarrest 10 Posted September 12, 2013 this is to not create a group for player? :j: Share this post Link to post Share on other sites
kylania 568 Posted September 12, 2013 Like a recruit thing? Just run the script just for the player, say from an addAction or something else locally. Share this post Link to post Share on other sites
jcarrest 10 Posted September 12, 2013 my English is poor. I try to explain better: I have the problem that every player that is in the game ARMASERVER multiplies number enemy soldiers. Share this post Link to post Share on other sites
kylania 568 Posted September 12, 2013 If you use a trigger on the map it will run for each player. So instead of using a trigger use addaction. Share this post Link to post Share on other sites