xealot 0 Posted September 8, 2015 Hello I have observed that using moveInCargo in init.sqf will not work for clients in a multiplayer session but it does for the server. However if a fairly large delay is introduced like a waitUntil { time > 10}; then it works but it is not a good solution. To reproduce: Place a helicopter anywhere flying with the name hkp Add an infantry group with at least two playable slots In init.sqf: player moveInCargo hkp; Host the mission, have another client join. (I used two games running simultaneously to check myself) Once the mission is started the host will be in the helicopter whereas the client will not be. If you add waitUntil{time > 10}; above the moveInCargo line in init.sqf then both players will be moved to cargo after 10 seconds. I dont know where the threshold is but checking for time > 0 is insufficient. I also tried to run finishMissionInit; before the moveInCargo command but that did not help either. Is this a bug or is there a condition I should check for? Share this post Link to post Share on other sites
seba1976 98 Posted September 8, 2015 if (!isDedicated) then { waitUntil {!isNull player}; waitUntil {player == player}; }; That could probably help. Share this post Link to post Share on other sites
R3vo 2652 Posted September 8, 2015 Adding the line into the initPlayerLocal.sqf should also solve the issue. However, the best way in my opinion would be to give the unit a variable name. Then it doesn't matter if it's a player or not. Share this post Link to post Share on other sites