GODSPEEDSNAKE 12 Posted April 2, 2015 Hey guys, Sorry for the noob question however I been struggling for 2 days now with this and can't get my head around it. I have a mission which I have added a addAction to an object (which I'm hoping anyone in the multiplayer mission can execute). However if I (the host) clicks it only plays the script out for me or if another player clicks then only they get the script to work?? This is the code I wrote in the init for the object: nuke_action = nuke addAction["Shut Down Nuke", "scripts\mission\nukeactivated.sqf", nil, 6, True, True, "", "(_target distance _this) < 2"]; And this is the nukeactiveted.sqf: nuke removeAction nuke_action; sleep 1; playSound "taskUpdated"; sleep 0.5; titleText ["Code injection in progress... Please Wait...", "PLAIN"]; sleep 5; playSound "taskUpdated"; sleep 0.5; titleText ["Code Rejected. Powering up...", "PLAIN"]; sleep 1; playSound "powerup"; sleep 6; titleText ["ACTUAL: God damn it! This is not good... THIS IS NOT GOOD!", "PLAIN"]; sleep 6; titleText ["ACTUAL: Alright get your asses to the EVAC!", "PLAIN"]; sleep 6; titleText ["ACTUAL: Location marked on map...", "PLAIN"]; "evac" setMarkerType "mil_objective"; "evac" setMarkerColor "ColorBlue"; sleep 1; playSound "hintCollapse"; sleep 2; playMusic "04_Vorkuta_chase"; Sorry again, really trying to learn this stuff :/ Hope somebody can help :) Thanks again Share this post Link to post Share on other sites
fight9 14 Posted April 2, 2015 (edited) This will run the script globally, inlcuding JIP. nuke_action = nuke addAction[ "Shut Down Nuke", { 0 = ["scripts\mission\nukeactivated.sqf","BIS_fnc_execVM",true,true] call BIS_fnc_MP; }, nil, 6, True, True, "", "(_target distance _this) < 2" ]; Edited April 8, 2015 by Fight9 Share this post Link to post Share on other sites
GODSPEEDSNAKE 12 Posted April 2, 2015 Hi Flight9, I added that in exactly as you wrote it and both players get the action but nothing happens when clicked? P.S thank you for your prompt aid :) Share this post Link to post Share on other sites
killzone_kid 1330 Posted April 2, 2015 try this: [color="#FF8040"]nuke_action [color="#8B3E2F"][b]=[/b][/color] nuke [color="#191970"][b]addAction[/b][/color][color="#8B3E2F"][b][[/b][/color] [color="#7A7A7A"]"Shut Down Nuke"[/color][color="#8B3E2F"][b],[/b][/color] [color="#8B3E2F"][b]{[/b][/color][color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"scripts\mission\nukeactivated.sqf"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"BIS_fnc_execVM"[/color][color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]call[/b][/color] BIS_fnc_MP[color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b],[/b][/color] [color="#000000"]nil[/color][color="#8B3E2F"][b],[/b][/color] [color="#FF0000"]6[/color][color="#8B3E2F"][b],[/b][/color] [color="#000000"]true[/color][color="#8B3E2F"][b],[/b][/color] [color="#000000"]true[/color][color="#8B3E2F"][b],[/b][/color] [color="#7A7A7A"]""[/color][color="#8B3E2F"][b],[/b][/color] [color="#7A7A7A"]"(_target distance _this) < 2"[/color] [color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color][/color] Made with KK's SQF to BBCode Converter Share this post Link to post Share on other sites
fight9 14 Posted April 2, 2015 Yup, I put a random extra parameter in there... fixed for future purposes. Share this post Link to post Share on other sites
GODSPEEDSNAKE 12 Posted April 8, 2015 Thanks guy's, now I've learnt how to global execute :) u guys are awesome, thank u both heaps Share this post Link to post Share on other sites
Megahurt2 0 Posted February 22, 2017 (edited) Arma3 dedicated server question re: addaction global I am trying to use addaction on a dedicated server to start a fire that every one can see. I placed an invisable helipad under the crop and named it h2 I created a hemp plant and put this in the init addaction ["Burn Crop","burncrop.sqf"]; burncrop.sqf [h2,10,time,false,true] spawn BIS_Effects_Burn; sleep 15; {deleteVehicle _x} forEach nearestObjects [h2, ["CUP_p_fiberPlant_EP1"], 25]; Only the player that used the action can see the fire. How can I make this so everyone sees it? Here is a link to the mission on steam to see the screen shot http://steamcommunity.com/sharedfiles/filedetails/?id=868914357 Please help Edited February 22, 2017 by Megahurt2 specified game Share this post Link to post Share on other sites
Megahurt2 0 Posted March 8, 2017 (edited) Solved re: make addaction create a fire on a multiplayer Dedicated server I made a mission where you flush out El Chapo by burning his marijuana fields, and it was nesessary to be able to do that on a dedicated server where all would see the fire lit by one player. Heres the mission, it worked out well. Have a look at the screenies. On Steam http://steamcommunity.com/sharedfiles/filedetails/?id=868914357 Since searching for answers in arma ive been frustrated by others that have the same question as I have, found the answer and never posted it. So here's how I solved it for me. What I did was make the addaction delete an object on the map. Any object. I put a roll of duct tape in the middle of the pot field (hemp) where it wouldnt be seen. in the hemp plants init: this addaction ["burn crop ","crop2.sqf"]; the player gets close to the plant he gets the middle mouse wheel option "burn crop" crop2.sqf deletevehicle Ducktape2 Next a trigger grouped to the object ducktape, configured owner not present When ducktape2 is deleted the trigger, which can be made to call a Global Function all players can see,fires with this in its init; .nul=[]execVM "crop21.sqf"; that makes the execution of an sqf file Global, which is impossible with addaction because the script executes only with the client not the server. crop21.sqf [h2,10,time,false,true] spawn BIS_Effects_Burn; sleep 15; {deleteVehicle _x} forEach nearestObjects [h2, ["CUP_p_fiberPlant_EP1"], 25]; h2 is an invisible helipad in the crops CUP_p_fiberPlant_EP1 is hemp plants. The helipad catches on fire and after 15 secs the hemp plants are deleted and the big fire burns on where the plants had been. It works. Da da. Edited March 8, 2017 by Megahurt2 Share this post Link to post Share on other sites
Midnighters 152 Posted March 16, 2017 this excessive use of BIS_fnc_MP drives me nuts. It was only sort of "grandfathered" in for backwards compatibility. remoteExec should be used. Share this post Link to post Share on other sites