snYpir 0 Posted June 1, 2003 Myself and a few others are working on a little project, but we have MP problems. We want to execute a script automatically for every unit in the mission, without doing anything to the mission. Obviously, in order to do this, for every mission, you need to run a script for every unit in a given mission right at the start via the config.bin file. We have been doing this via an 'init' eventhandler defined in the 'AllVehicles' class (calling a seperate script). This looks as follows: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class AllVehicles : All {   icon="unknown_move";   class EventHandlers   {      init="_this exec {somescript.sqs}";   }; }; The problem is that in MP the init eventhandler doesn't fire on clients. The fuel eventhandler workaround doesn't suffice either, because i need this to work on 'Man' class objects as well that don't have fuel. I assume that this is some sort of anti-cheat mechanism. It is really screwing me over, though. I know that it is common knowledge that the init eventhandler doesn't work on clients in MP. Anyone know of a work-around? I need a script to run for every unit, every mission, automatically. I am all out of ideas Edit: Well, perhaps I should have searched first. Looks like what we want to do in MP is impossible. This is a bit of a tragedy Share this post Link to post Share on other sites
uiox 0 Posted June 1, 2003 I'm stupid what I write before doesn't solved your problem. Share this post Link to post Share on other sites
Guest BratZ Posted June 1, 2003 I'm still trying to brainstorm a decent way to do something similiar (random numbering) supporting multiplayer Of course I could use the fuel handler,thats not they way I'd like to do it tho I hope in ofp2 there is a way we could have like maybe automatic useractions Share this post Link to post Share on other sites