brainslush 13 Posted November 20, 2015 I'm programing some modules and have following setting in the Cfg. scope = 2; // Editor visibility; 2 will show it in the menu, 1 will hide it. displayName = "Add Suppressors"; // Name displayed in the menu icon = "x\tss_units\addons\tss_units\data\ui\icon_m_supp.paa"; category = "tss_units"; function = "tss_units_tss_units_fnc_postModule"; functionPriority = 10; isGlobal = 1; isTriggerActivated = 0; isDisposable = 0; In my function I'm ckecking whether the synchronzied unit is local to the client and run the script to attach a supressor. To keep it short it doesn't work. It does work in single player but it doesn't in multiplayer b/c the locality check fails. DEFAULT_PARAM(0,_logic,objNull); DEFAULT_PARAM(1,_units,[]); DEFAULT_PARAM(2,_activated,true); { if(local _x && {activated}) then { // Do Stuff }; }count _units; In my testmission I have the player syned with the module so we get _units => [Alpha1_1] player => Alpha1_1 but according to the debug output (_units select 0) == player => false local (_units select 0) => false local player => true player == Alpha1_1 => true I think I'm getting insane. Pls help Share this post Link to post Share on other sites