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KaRRiLLioN

Addaction and multiplayer--please fix this

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I'm not sure if this is a multiplayer bug or what, but in missions where I use Addaction to add some stuff to a player's menu, when the player activates that, it executes only on their machine. As a result I have to put in several scripts where one should suffice in order to have all machines receive the info, or at the very least the Local Server can execute it. Basically I'll have the addaction script declare a public variable which another script that I exec'd at startup is waiting for with @(Variable) in order to make it so that the local server can take over.

Suma and others can you please make it so that Addaction scripts will execute on all machines when activated? Or at least have a new command that can be plugged into a script that tells a script whether to activate only on a client machine or all machines, or just the Local Server?

Also, is it possible to have arrays pass with the addaction script? Kind of like this:

_actionid=_unit Addaction ["Build Jeep",["JeepMG"]"BuildVehicle.sqs"]

Since addaction already passes certain information, i.e. the actionid, the person who executed it and the unit that it is attached to, I still need other information to be passed. For example in a mission I use a building that creates vehicles, but since addaction can't currently pass on the Type of vehicle I want to create, I have to make a script for each type of vehicle that in turn execs a build vehicle script. If I could pass an array with addaction scripts, then that would eliminate about 30 scripts needed to do that right now.

Is this something that can possibly be enhanced?

Thanks!

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Try this. Have the addaction make a public variable true, then have a trigger activated by this varibale execute your script and revert the variable basck to false. This has worked for me.

Ben smile.gif

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