Last I heard, bn880 was working on an "Addonized" version of CoC_NS that would be entirely self-contained.
I strongly support including CoC_NS in any "standard mod" of the basic game. For a mission editor, getting info on individual players and to individual players, using publicarrays and the rest are just good things to have.
Okay snYpir, I finally decided to get off my butt and tell you the answer you're looking for:
A) Create a vehicle off of say the M2_Static class (If M2 doesn't work, use a BMP or something), call it CoC_MPWidget or something --
scope = private;
hasgunner = false;
fuel = 10000;
set detectability to zero
eventhandlers:
init = "if ({_x in [_x]} count CoC_MPStart == 0) then {CoC_MPStart = true; (_this select 0) setfuel 0}";
fuel = "if ({_x in [_x]} count CoC_MPStart == 0) then {CoC_MPStart = true; [] exec "Addondirectory\InitClient.sqs";
B) in one of the base classes (or all the mannable base classes if you like, put the following EH:
init = "if ({_x in [_x]} count CoC_MPWidget == 0) then {CoC_MPWidget = "CoC_MPWidget" CreateVehicle [-20000, -20000, 0]; publicvariable "CoC_MPWidget"};
The {_x in [_x]} count trick should work. if it doesn't, tell me and I'll give you another.
Now come on, you know OFPEC isn't the place for answers to cutting edge stuff like this