alleycat 28 Posted May 9, 2014 Initialization Order When mission is starting, its components are initialized in the following order: Functions with recompile param set to 1 are recompiled Functions with preInit param set to 1 are called Object Init Event Handlers are called Object initialization fields are called init.sqs is executed in singleplayer init.sqf is executed in singleplayer Persistent multiplayer functions are called (client only) Modules are initialized [u]initServer.sqf is executed (server only)[/u] initPlayerLocal.sqf is executed initPlayerServer.sqf is executed (server only) Functions with postInit param set to 1 are called "BIS_fnc_init" variable is set to true init.sqs is executed in multiplayer init.sqf is executed in multiplayer Does that mean dedicated server only? Because my mission appears to work fine in editor and on a dedicated but breaks on a non dedicated mp server (as if the initserver does not exist) Share this post Link to post Share on other sites
tonic-_- 53 Posted May 9, 2014 Define non dedicated MP server. I've had no issues with it working via Editor/Local & dedicated server. Share this post Link to post Share on other sites
alleycat 28 Posted May 9, 2014 As I wrote, the complete initserver.sqf does not run on a nondedicated mp server. Share this post Link to post Share on other sites
Tajin 349 Posted May 9, 2014 Why don't you simply use the init.sqf and write if-blocks to execute the desired scripts how and where you want? That way you have full control over it. if (isDedicated) then { nul = [] execVM "dedicated_server_only.sqf"; }; if (isServer && !isDedicated) then { nul = [] execVM "local_server_only.sqf"; }; if (!isDedicated) then { nul = [] execVM "client_only.sqf"; } 2 Share this post Link to post Share on other sites