kovvalsky 13 Posted September 13, 2014 (edited) Hi, I'm trying to do a multiplayer mission where you must grab an object. I used BIS_fnc_MP and AddAction workflow to grab it. In the script for the action the server destroys the object. :confused: You must run removeAction for all clients? :confused: Or when you destroy the object the action is removed for all clients? thanks! Edited September 13, 2014 by KoVValsky Share this post Link to post Share on other sites
killzone_kid 1326 Posted September 13, 2014 Destroyed how? Does the object turn into wreck or does it disappear? If it becomes NULL it is deleted, so no need to worry about action, however if it still exists but dead, the action will still be available. Share this post Link to post Share on other sites
kovvalsky 13 Posted September 13, 2014 (edited) thanks for reply KK! with deleteVehicle command, my question is about performance. I don't know how many objects will make later. maybe a lot :) for now i have this on init.sqf fnc_AddAction = { private ["_ActObj","_ActTitulo","_ActScript"]; _ActObj = [_this,0] call BIS_fnc_param; _ActTitulo = [_this,1] call BIS_fnc_param; _ActScript = [_this,2] call BIS_fnc_param; if(isNull _ActObj) exitWith {}; _ActObj addAction [_ActTitulo, _ActScript, [], 1, True, True, "", "(_target distance _this) < 2"]; }; fnc_deleteVehicle = {deleteVehicle _this}; <--- more code ---> [[_Obj,"<t color='#FFFF00'>Take</t>","Scripts\Take.sqf"],"fnc_AddAction",nil,false] call BIS_fnc_MP; Take.sqf _target =(_this select 0); //: Object - the object which the action is assigned to _caller =(_this select 1); //: Object - the unit that activated the action _ID = (_this select 2); //: Number - ID of the activated action (same as ID returned by addAction) player playActionNow "PutDown"; sleep 0.8; [_target,"fnc_deleteVehicle",false,false] call BIS_fnc_MP; Edited September 13, 2014 by KoVValsky Share this post Link to post Share on other sites