SageNTitled 25 Posted September 24, 2015 I'm trying to implement the dynamic group system for my dedicated server, but it just won't work. It seems to work fine when hosting locally though, so the script doesn't run on the dedicated server for some reason. I went with these instructions and used the following scripts: initServer.sqf ["Initialize", [true]] call BIS_fnc_dynamicGroups; initPlayerLocal.sqf ["InitializePlayer", [player, true]] call BIS_fnc_dynamicGroups; EDIT: Somehow this fixed itself. Must be an update from Bohemia. Share this post Link to post Share on other sites
SageNTitled 25 Posted November 1, 2015 Have anyone gotten this to work on a dedicated server? Share this post Link to post Share on other sites
SageNTitled 25 Posted November 24, 2015 Just a small bump... Today might be my lucky day. Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted November 24, 2015 1. Try just ["Initialize"] call BIS_fnc_dynamicGroups; on the server. 2. Ensure your Team Switch key is bound, default was 'U'. Share this post Link to post Share on other sites
Donnie_Plays 435 Posted May 3, 2018 We can't get this system to work on our server. It works when hosting a mission, but on the server only seems to work for about half the people trying to play. Share this post Link to post Share on other sites
mrcurry 511 Posted May 3, 2018 I have noticed a similar behaviour on my missions at times, not consistently though. It always works if I reapply "InitializePlayer" to all clients after the mission has started. The problem seldom arises so sofar I've been getting away with just using the debug console to fix it. If you want to automate it I would: 1. Make sure you execute InitializePlayer after player is properly initialized. 2. If that's not enough: Setup a spawn and in it use sleep or waitUntil to delay until after mission start, then you execute InitializePlayer if !("IsInitialized" call BIS_fnc_dynamicGroups). Share this post Link to post Share on other sites