bullhorn 18 Posted March 6, 2015 One of the most fun, unexpected and dynamic situations that I've met while playing ARMA3 coop with a community of 50+ players is when the GM/MCC person is taking over an AI and suddenly the enemy can lean! or sprint! holy ****, mind blown. Unfortunately, so far I've only seen that only the person who's logged in as MCC can do it, even though our template has 4 GM slots. Is it possible to allow multiple players to take control of AI? If so, how? If not, we need this! Share this post Link to post Share on other sites
Belbo 462 Posted March 8, 2015 For a GM to take over a unit, it has to be added to the curatorEditableObjects. Add this to your mission's init.sqf to add all editor-placed vehicles, units or crates and every mission-spawned unit to all curators: if (isServer) then { [] spawn { { _x addCuratorEditableObjects [vehicles,true]; _x addCuratorEditableObjects [(allMissionObjects "Man"),false]; _x addCuratorEditableObjects [(allMissionObjects "Air"),true]; _x addCuratorEditableObjects [(allMissionObjects "Ammo"),false]; } forEach allCurators; while {true} do { { _curator = _x; {_curator addCuratorEditableObjects [[_x],true];} forEach allUnits; _curator addCuratorEditableObjects [vehicles,true]; } forEach allCurators; sleep 5; }; }; }; Share this post Link to post Share on other sites
cruoriss 12 Posted March 8, 2015 For a GM to take over a unit, it has to be added to the curatorEditableObjects.Add this to your mission's init.sqf to add all editor-placed vehicles, units or crates and every mission-spawned unit to all curators: {_curator addCuratorEditableObjects [[_x],true];} forEach allUnits; forEach isn't needed here, you can simply do that : _curator addCuratorEditableObjects [allUnits,true] Share this post Link to post Share on other sites
Belbo 462 Posted March 8, 2015 forEach isn't needed here, you can simply do that : _curator addCuratorEditableObjects [allUnits,true] I knew there was something off with my code! :D Share this post Link to post Share on other sites
specialsymbol 10 Posted May 29, 2015 forEach isn't needed here, you can simply do that : _curator addCuratorEditableObjects [allUnits,true] Thanks for that! Share this post Link to post Share on other sites
CNTO 10 Posted May 30, 2015 Woah, this thing is still alive. This is not needed with ACE3 anymore. It has a SwitchUnits module that allows as many players as you'd like to take over enemy units. Cheers, BullHorn. Share this post Link to post Share on other sites
Epic_Tuna 0 Posted June 25, 2017 Using belbo's code in 2017 and it's working great. I'd been trying to share objects between Zeus players for a long time until I found this. Thank you! Share this post Link to post Share on other sites