MKD3 27 Posted August 21, 2016 Hi all,More of a 'has anyone seen this' question.I wrote a script for some ambient artillery that works fine in 3den, locally in the SP and MP editor,However once I run it on our dedicated server, it runs the script and the artillery pieces dont adjust their aim as they do locally.Anyone had issues with doWatch or have a work around? Ive tried all localities and doTarget, commandWatch, commandTarget. Out of ideas. Any help is appreciatedArty.sqf _artilleryArray = _debugobjects;//Or an array of any artillery objects _position = getpos (_artilleryArray select 0); _aim = createVehicle ["DummyTarget",[((_position select 0) + 2500), ((_position select 1)),0],[],0,"NONE"]; //Make battery aim and prepare { _artillery = _x; _artillery addmagazine (getartilleryammo [_x] select 0 ); //XYZ fake target, makes the barrels move around but adjusting () + X; _posX = (_position select 0) + 400; _posY = (_position select 0) + 2700; _posZ = (_position select 0) + 100; _fakeaim = [_posX,_posY,_posZ]; _artillery dowatch _fakeaim; _deleteShot = _x addEventHandler ["Fired",{(_this select 6);deleteVehicle (_this select 6)}]; } foreach _artilleryArray; sleep 7; _cantfire = _artilleryArray select 0; //Loop to make artillery fire randomly, adjust X in (X * (count _artilleryArray)) to change number of times entire battery will fire once for "_1" from 1 to (5 * (count _artilleryArray)) do { sleep random 1.5; _fire = selectrandom _artilleryArray; if (_fire == _cantfire) then { _fire = selectrandom _artilleryArray; }; _fire fireattarget [_aim]; _Cantfire = _fire; }; { _x removealleventhandlers "Fired"; } foreach _artilleryArray; Share this post Link to post Share on other sites