M1ke_SK 230 Posted March 27, 2016 I am trying to create zeus and assign it to current admin logged. init.sqf fnc_zeus = { { if (isNull (getAssignedCuratorUnit _x)) then { deleteVehicle _x; }; } forEach allCurators; _curator = "curator" createVehicle [0,0,0]; _curator addCuratorAddons activatedAddons; _this assignCurator _curator; _curator addCuratorEditableObjects [vehicles,true]; _curator addCuratorEditableObjects [(allMissionObjects "Man"),false]; _curator addCuratorEditableObjects [(allMissionObjects "Air"),true]; _curator addCuratorEditableObjects [(allMissionObjects "Ammo"),false]; _curator addEventHandler ["CuratorObjectRegistered", { _curator = _this select 0; _zeus = getAssignedCuratorUnit _curator; _uid = (getPlayerUID vehicle _zeus); _isAdmin = (serverCommandAvailable"#kick"); if (!_isAdmin) then { unassignCurator _curator; deleteVehicle _curator; }; }]; }; waitUntil {(!isNull Player) and (alive Player) and (player == player)}; [player,"fnc_zeus",false,false] call BIS_fnc_MP; Here is what I want to create via script: Share this post Link to post Share on other sites
jshock 513 Posted March 27, 2016 I don't believe on the fly (aka scripted) game master modules are possible for security reasons, that may have changed, but last time I remember it was not possible (or I could be thinking about something else entirely :p). 1 Share this post Link to post Share on other sites
Dedmen 2721 Posted September 15, 2017 @M1ke_SK Correct idea. Wrong classname. The Classname of the Curator module is "ModuleCurator_F" not "curator" See https://gist.github.com/dedmen/3fa5f648631dd14a4173edea7580045e for a working example. Mine requires CBA though. Share this post Link to post Share on other sites
M1ke_SK 230 Posted September 15, 2017 @dedmen I found solution, already used it. Created module and assing curator to admin on start. Thank you for help tho. :) Share this post Link to post Share on other sites