DankanX37 29 Posted June 5, 2022 Hello everyone, I'm making a mod that adds a special mine, soo far I've written both the script and added the mine in the cfgAmmo, vehicles, mag etc... I'm now trying to make it work with Zeus interface, I've created the module and I'm able to spawn the mine, I wanted to hook my function using the "eventHandlers" class in the config. class myMine: ModuleMine_F { //removed for brevity _ammo = "myAmmo"; class EventHandlers { init = "systemChat 'init vehicle';"; }; }; But this seems to bug the module and the mine doesn't spawn. I tried to use the cfgAmmo EH: class myAmmo: ATMine_Range_Ammo { //removed for brevity class EventHandlers { init = "systemChat 'init ammo';"; }; }; But this one doesn't even fire when the mine is placed. Both are registered and visible in the Config Viewer. Is there a way to make a curator placed mine run a script on spawn? Thanks. Share this post Link to post Share on other sites
DankanX37 29 Posted June 5, 2022 Apparently, I was overwriting the default EH for the module, I fixed this by doing: class EventHandlers:EventHandlers { class myMod { init = "systemChat 'init vehicle';"; } } and class ModuleMine_F: ModuleEmpty_F { class EventHandlers; }; Tough the script still doesn't run on the created object but on the module. Share this post Link to post Share on other sites
DankanX37 29 Posted June 5, 2022 I solved this, I resorted to using the position of the module mixed with nearestObject in order to obtain the newly created mine and finish from there. Share this post Link to post Share on other sites