owesome 10 Posted December 15, 2014 Hi since a long time I have problems with the initialization of the init tab field in Multiplayer. I made a few custom crates and using the init field to fill them with my stuff. Nothing complicated - I'm using usually a "Supply Box" clearMagazineCargo this; clearItemCargo this; clearWeaponCargo this; this addweaponcargo ["arifle_SDAR_F",10]; this addMagazineCargo ["20Rnd_556x45_UW_mag", 30]; this addMagazineCargo ["30Rnd_556x45_Stanag", 30]; this additemcargo ["U_O_Wetsuit", 10]; this additemcargo ["V_RebreatherIR", 10]; this addItemCargo ["Chemlight_yellow", 30]; this addItemCargo ["Chemlight_blue", 30]; this addItemCargo ["Chemlight_red", 30]; this addItemCargo ["Chemlight_green", 30]; this addItemCargo ["AGM_HandFlare_White", 30]; this addItemCargo ["AGM_HandFlare_Green", 30]; this addItemCargo ["AGM_HandFlare_Yellow", 30]; When I preview the mission in the editor it works always fine. When a friend or me start the server, its a chance of 50/50 that the crate is initialized correct or not. Is there any way to improve this somehow? Where does this issue come from? Thanks in advance Share this post Link to post Share on other sites
SavageCDN 231 Posted December 15, 2014 You should only run this script on the server instead of all machines - wrap the code in an if (isServer) then {}; You also need to use the Global version of these commands. clearMagazineCargoGlobal this; clearItemCargoGlobal this; clearWeaponCargoGlobal this; clearBackpackCargoGlobal this; if (isServer) then { this addweaponcargoGlobal ["arifle_SDAR_F",10]; this addMagazineCargoGlobal ["20Rnd_556x45_UW_mag", 30]; this addMagazineCargoGlobal ["30Rnd_556x45_Stanag", 30]; this additemcargoGlobal ["U_O_Wetsuit", 10]; this additemcargoGlobal ["V_RebreatherIR", 10]; }; Share this post Link to post Share on other sites
owesome 10 Posted December 16, 2014 It works like a charm now. Thanks a lot SavageCDN Share this post Link to post Share on other sites
SavageCDN 231 Posted December 16, 2014 You're welcome. I also should have explained it better: anything put into the init field of an editor unit (or a trigger) will run on all computers (server and connected clients). Sometimes this is OK but for your case it will cause problems. Share this post Link to post Share on other sites
owesome 10 Posted December 17, 2014 Aweome, thanks again. Its always good to know the backround. Just started with editing a few month ago and usually most things are already asked and I just can adapt them. The issue with the init tab was a tough one for me. Tried it with loadout sqfs etc. but never came to a solid solution. Now I know how and maybe more important why! ;) Thanks again I really appreciate your help. Share this post Link to post Share on other sites
SavageCDN 231 Posted December 17, 2014 This is what got me started: http://www.armaholic.com/page.php?id=4847 Yes it's for Arma 2 but a lot of the stuff still applies for Arma 3. It's a great starting point. This is also a good read to help explain locality (which was sorta your problem with the loadouts): http://killzonekid.com/arma-scripting-tutorials-locality/ Share this post Link to post Share on other sites