chris4thewin 10 Posted April 8, 2020 hey, so I'm running into an issue where players that are on my server are not editable by Zeus. I put the add editable object module down with the following code Quote if (isServer) then { { _x addCuratorEditableObjects [allUnits,true]; _x addCuratorEditableObjects [vehicles,true]; } forEach allCurators; }; The problem I'm having is the players are not showing up after they respawn Any thoughts? Share this post Link to post Share on other sites
Harzach 2517 Posted April 8, 2020 Your code is only running once, when the server initializes. You need to add a loop, something along the lines of: 0 =[] spawn { while {true} do { if (isServer) then { { _x addCuratorEditableObjects [allUnits,true]; _x addCuratorEditableObjects [vehicles,true]; } forEach allCurators; }; sleep 30; }; }; Share this post Link to post Share on other sites
Dedmen 2700 Posted April 8, 2020 14 hours ago, Harzach said: You need to add a loop, something along the lines of That is not a loop. put a while {true} do {...} around the if/then/sleep inside the spawn 1 Share this post Link to post Share on other sites
Harzach 2517 Posted April 8, 2020 45 minutes ago, Dedmen said: That is not a loop. Yes, of course, I have not been getting much sleep. Thanks! Any reason placing the while loop after the server check is a bad idea? 0 =[] spawn { if (isServer) then { while {true} do { { _x addCuratorEditableObjects [allUnits,true]; _x addCuratorEditableObjects [vehicles,true]; } forEach allCurators; sleep 30; }; }; }; Share this post Link to post Share on other sites
Dedmen 2700 Posted April 9, 2020 15 hours ago, Harzach said: Any reason placing the while loop after the server check is a bad idea? No thats a good idea. keep in mind though that always sending ALL units and ALL vehicles can cause quite a big amount of network traffic, which can also cause stuttering on clientside. I would suggest to only add missing objects _x addCuratorEditableObjects [allUnits - curatorEditableObjects _x,true]; _x addCuratorEditableObjects [vehicles - curatorEditableObjects _x,true]; Will take a bit more load on the server because of the filtering, but will greatly reduce network and clientside load. And you generally don't care about microstutter on server, but you certainly do on client. 1 Share this post Link to post Share on other sites
Harzach 2517 Posted April 9, 2020 Excellent, thanks! Share this post Link to post Share on other sites