niirozz 12 Posted August 24, 2015 Hi, i have one problem with my script i have created a NPC in SQF but i would create init on this i have created init, but doesn't work in JIP and Multiplayer. if (true) then { _obj_9 = _group_civ_3 createUnit ["C_man_1", [1457.5707, 7614.7373, 0], [], 0 ,"NONE"]; // this is VERY dirty and only used because I don't want to create // arrays for vehicles, units and stuff to check if the classname // is a vehicle, an unit, and so on. this just works. // what it does is if the unit is not alive after creation (because it should be a manned vehicle) // it will be created with createVehicle and manned with the BIS_fnc_spawnCrew function. if(!alive _obj_9) then { _obj_9 = createVehicle ["C_man_1", [1457.5707, 7614.7373, 0], [], 0 ,"NONE"]; [_obj_9, _group_civ_3] call BIS_fnc_spawnCrew; }; this = _obj_9; [] call compile "this enableSimulation false; this allowDamage false; this addAction[""Vendeur de Voitures"",ZRX_fnc_vehicleShopMenu,[""civ_car"",civilian,[""civ_car_1"",""civ_car_1_1""],""civ"",""Bruce's New & Used Auto's""]]; this setVariable[""realname"", ""Car Shop""];"; _obj_9 setDir -178.83501; _obj_9 setUnitAbility 0.60000002; _obj_9 setRank "PRIVATE"; if(true) then { _group_civ_3 selectLeader _obj_9}; _createdUnits pushBack _obj_9; }; init in [] call compile but doesn't work in multiplayer because if i execute in initserver i have NPC but don't have allowdamage false or addaction on this... and if i execute in initplayerlocal in have createvehicle and spawn 1 NPC per player but have action for NPC spawned by the player... Sorry for my english, i'm french. NiiRoZz Share this post Link to post Share on other sites