cruoriss 12 Posted August 15, 2014 Hey , so i've got an action added on a gui menu wich create a vehicle . The gui menu works fine on jip but the createvehicle part is glitched . Every time a player uses it , it creates a new vehicle ( it should replace the first one instead, wich happen fine on sp ) The vehicle also have the addactions linked to it only for the player who created it . if (!isNil "MHQ") then {deletevehicle MHQ}; if (side player == west ) then { sleep 0.5; MHQ = "B_Truck_01_covered_F" createvehicle (getmarkerpos "Spawn_MHQ"); sleep 0.5; [MHQ] execVM "scripts\MHQ\deploy.sqf"; MHQ addaction [("Teleport to Base"),"teleport\base.sqf","",5,false,true,"",""]; MHQ setdir 146.342; }; The rest of the code is for east/independant side . Tried to add some "jip proofs" scripts but all failed . Thanks Share this post Link to post Share on other sites
benw 11 Posted August 15, 2014 (edited) did you put this code inside if(isServer)? if not, each player will have their MHQ variable if you don't want each player create 1 more vehicle, i suggest you put createVehicle array command in the if(isServer) scope And if you use if(isServer) scope, and if(!isDedicated) scope, please remember that they are 2 threads running at the same time(only in MP), just like []spawn{}; on the other hand, if MHQ is an object variable, you may want to use if(!isNull MHQ) Edited August 15, 2014 by benw Share this post Link to post Share on other sites
cruoriss 12 Posted August 15, 2014 did you put this code inside if(isServer)?if not, each player will have their MHQ variable if you don't want each player create 1 more vehicle, i suggest you put createVehicle array command in the if(isServer) scope And if you use if(isServer) scope, and if(!isDedicated) scope, please remember that they are 2 threads running at the same time(only in MP), just like []spawn{}; on the other hand, if MHQ is an object variable, you may want to use if(!isNull MHQ) Thanks a lot sir , i'll test on dedicated server when i can . ( wasn't using isserver ) Share this post Link to post Share on other sites
benw 11 Posted August 15, 2014 you're welcome, you can put the mission to test in KK's MP sandbox, it is very convenient, no need to configure any complicated settings Share this post Link to post Share on other sites
cruoriss 12 Posted August 15, 2014 (edited) So it seems that nothing happen when a player try to spawn an MHQ . With "if (isserver)" only the host can spawn MHQ . ( Worked fine in editor but after test with KK's MP sandbox nothing happen ) Edited August 15, 2014 by vinceXD Share this post Link to post Share on other sites
benw 11 Posted August 15, 2014 try publicvariable "MHQ"; in if(isServer) Share this post Link to post Share on other sites
cruoriss 12 Posted August 15, 2014 (edited) try publicvariable "MHQ"; in if(isServer) Yay , just added : publicvariable "MHQ"; at the end of the file and working perfct . Using if isServer is breaking the script for non host . Thanks again EDIT : Everything's fine , fixed addaction problem by adding this to the init.sqf : if (!isDedicated) then { [] spawn { waitUntil {!isNil "MHQ"}; _MHQaction = MHQ addAction ["Teleport to base", "teleport\base.sqf"]; _MHQaction2 = MHQ execVM "scripts\MHQ\deploy.sqf"; }; }; Edited August 15, 2014 by vinceXD Share this post Link to post Share on other sites