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niirozz

Init on the NPC in JIP

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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

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