driftingnitro 38 Posted March 25, 2015 I've been trying to create a script for a single unit in a multiplayer setting to have access to the camera's from debug panel. In order to do this I've had this code in the server's Init.sqf that are referencing a civilian unit named CameraMan. waitUntil { alive CameraMan }; 0 = CameraMan spawn { while {true} do { removeallweapons CameraMan; sleep 2};}; CameraMan allowDamage false; CameraMan addAction ["Recorder", "camera.sqs"]; CameraMan addAction ["Camera", "[] call BIS_fnc_camera"] There are two problems with this code: 1. The addaction dissapears when respawning and 2. other players can acess the "addAction"s by using scroll wheel on the civilian himself. An earlier version of this I put the code in the init of the unit but it didn't work in a multiplayer setting, when it was in the Init of the unit I had "player addAction" instead of "this addAction" which is probably why problem #2 wasn't apparent in the first iteration. I don't know how to reference both the unit and the player simultaneously. Share this post Link to post Share on other sites
driftingnitro 38 Posted March 26, 2015 I was able to get some help and devised this solution to problem #2, but I still can't get the actions to come up after respawning. waitUntil { alive CameraMan}; fnc_MyCamera = { waitUntil { alive CameraMan}; 0 = player spawn { while {alive player} do { removeallweapons player; sleep 0.1; }; _null = player call fnc_MyCamera; }; player allowDamage false; player addAction ["Recorder", "camera.sqs",[],0,false,false,"","(vehicle _target == vehicle _this)"]; player addAction ["Camera", "[] call BIS_fnc_camera",[],0,false,false,"","(vehicle _target == vehicle _this)"]; }; _null = CameraMan call fnc_MyCamera; Share this post Link to post Share on other sites
fight9 14 Posted March 26, 2015 Use a respawn eventHandler to run the function again. player addEventHandler ["respawn",{ _null = (_this select 0) call fnc_MyCamera; }]; Share this post Link to post Share on other sites