Night Owl Posted February 29, 2024 Posted February 29, 2024 You can call net.get_player_list also from the mission scripting environment, if it fails (I assume it would) you would know that the mission runs in single player. That could be a way to easily determine 1
TEMPEST.114 Posted February 29, 2024 Author Posted February 29, 2024 27 minutes ago, Night Owl said: You can call net.get_player_list also from the mission scripting environment, if it fails (I assume it would) you would know that the mission runs in single player. That could be a way to easily determine Thanks, I'll try that out tomorrow and report back here just in-case anyone else is interested. 1
Pikey Posted February 29, 2024 Posted February 29, 2024 22 minutes ago, Night Owl said: You can call net.get_player_list also from the mission scripting environment, if it fails (I assume it would) you would know that the mission runs in single player. That could be a way to easily determine Here's how I used to do - I remembered later. https://github.com/thebgpikester/MPSG/blob/main/mpsg.lua 1 ___________________________________________________________________________ SIMPLE SCENERY SAVING * SIMPLE GROUP SAVING * SIMPLE STATIC SAVING *
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