SG_Smokintodd 0 Posted September 17, 2013 I've tried using this in the init of an empty vehicle: this setBehaviour "SAFE"; player action ["lightOn", this]; The lights are on in the Editor (preview) but when I publish the mission as an MP mission and run it, the lights on the vehicle are off. Any help appreciated. Share this post Link to post Share on other sites
magicpanda 19 Posted September 17, 2013 Not sure if this will work in MP but... Stick down a game logic (under units) Call it Bob. In the init of Bob. Bob Action ["lightOn", carnamehere] Share this post Link to post Share on other sites
SG_Smokintodd 0 Posted September 17, 2013 Unfortunately, that didn't work. Don't even see the lights on when previewing the mission. Thanks for the help anyway. Share this post Link to post Share on other sites
anthonyfromtheuk 6 Posted September 17, 2013 Unfortunately, that didn't work. Don't even see the lights on when previewing the mission.Thanks for the help anyway. Think you did somthing wrong there SG_Smokintodd because i did exactly as Magicpanda said and it works in SP and MP Share this post Link to post Share on other sites
kylania 568 Posted September 17, 2013 Init of an empty Hunter of this: player action["lighton", this]; ended up with the lights being on when the mission started in the editor. Share this post Link to post Share on other sites
anthonyfromtheuk 6 Posted September 17, 2013 Here it is working Link to mission file Use the tent to skip time ahead to darkness Share this post Link to post Share on other sites
SG_Smokintodd 0 Posted September 17, 2013 Anthony, this worked! Thanks to everyone for their help. Much appreciated. ---------- Post added at 19:05 ---------- Previous post was at 18:55 ---------- So, if I want to do this with multiple vehicles, do I need a seperate 'game logic' for each one? Share this post Link to post Share on other sites
kylania 568 Posted September 17, 2013 Just one actually! Using a trick from Larrow, place a GameLogic down with this init: {this action["lighton", _x]} forEach synchronizedObjects this; Then synchronize (F5) each vehicle with that single GameLogic. Share this post Link to post Share on other sites
SG_Smokintodd 0 Posted September 17, 2013 Just one actually! Using a trick from Larrow, place a GameLogic down with this init: {this action["lighton", _x]} forEach synchronizedObjects this; Then synchronize (F5) each vehicle with that single GameLogic. Worked like a charm. Thanks. Share this post Link to post Share on other sites