alleycat 28 Posted September 12, 2013 On server: if ((_suits == 0)) then { //pick random unit _inf = allUnits call BIS_fnc_selectRandom; diag_log text format ["The new infiltrator is: %1", name _inf]; [_inf] execVM "client\player\turn.sqf"; }; turn.sqf /* turn.sqf */ _obj = _this select 0; diag_log text "START turn.sqf"; removeAllweapons _obj; removeAllitems _obj; removeUniform _obj; removevest _obj; removeAllAssignedItems _obj; _obj addUniform "U_B_Wetsuit"; _obj linkItem "NVGoggles"; _obj linkItem "ItemMap"; _obj addvest "V_TacVest_camo"; _obj addMagazine "20Rnd_556x45_UW_mag"; _obj addMagazine "20Rnd_556x45_UW_mag"; _obj addMagazine "20Rnd_556x45_UW_mag"; _obj addMagazine "20Rnd_556x45_UW_mag"; _obj addMagazine "20Rnd_556x45_UW_mag"; _obj addMagazine "20Rnd_556x45_UW_mag"; _obj addWeapon "arifle_SDAR_F"; _obj addMagazine "16Rnd_9x21_Mag"; _obj addMagazine "16Rnd_9x21_Mag"; _obj addWeapon "hgun_P07_F"; _obj addHandgunItem "muzzle_snds_L"; diag_log text "ADDED GEAR + UNIFORM turn.sqf"; sleep 1; _item = ["INF1","INF2","INF3","INF4","INF5"] call BIS_fnc_selectRandom; _obj setPos [ getmarkerpos _item select 0, getmarkerpos _item select 1, (getmarkerpos _item select 2) -1]; sleep 5; diag_log text "END turn.sqf"; What happens in the game when playing on dedicated: The affected player gets moved to the markers but all gear code is ignored. server rpt: 19:34:10 The new infiltrator is: cat 19:34:10 START turn.sqf 19:34:10 ADDED GEAR + UNIFORM turn.sqf 19:34:12 Client: Object 2:2 (type Type_85) not found. 19:34:12 Client: Object 2:1 (type Type_85) not found. 19:34:13 Error: Object(2 : 2) not found 19:34:13 Error: Object(2 : 1) not found 19:34:14 Client: Object 2:2 (type Type_85) not found. 19:34:14 Client: Object 2:1 (type Type_85) not found. 19:34:16 Client: Object 2:2 (type Type_85) not found. 19:34:16 Client: Object 2:1 (type Type_85) not found. 19:34:16 END turn.sqf client rpt: control[DebugConsole]: Unexpected control type [15] control[MessageBox]: Unexpected control type [15] control[MessageBox]: Unexpected control type [15] control[DebugConsole]: Unexpected control type [15] control[DebugConsole]: Unexpected control type [15] control[MessageBox]: Unexpected control type [15] control[MessageBox]: Unexpected control type [15] Share this post Link to post Share on other sites
dna_uk 30 Posted September 12, 2013 Would you mind uploading the mission so I can take a look? Share this post Link to post Share on other sites
alleycat 28 Posted September 12, 2013 I narrowed the problem down to this: serverside script calls: [_inf] execVM "client\player\turn.sqf"; I expected this to run on the client, but it only runs on the server. How to force a client to run a client side script from the server? Share this post Link to post Share on other sites
dna_uk 30 Posted September 12, 2013 [ [ _inf ], "BIS_fnc_execVM", _inf ] spawn BIS_fnc_MP; This will execute the given script file only the client where "_inf" is local. Share this post Link to post Share on other sites
alleycat 28 Posted September 12, 2013 Thanks, How would the syntax look with my script name? ---------- Post added at 19:17 ---------- Previous post was at 18:51 ---------- I have used [[ _inf], "client\player\turn.sqf", _inf, true] spawn BIS_fnc_MP; But then a function error appears saying that function does not exist. Share this post Link to post Share on other sites
dna_uk 30 Posted September 12, 2013 Sorry my bad, forgot to include that part in the arguments. >.< Try this: [ [ [ _inf ], "client\player\turn.sqf" ], "BIS_fnc_execVM", _inf ] spawn BIS_fnc_MP; Share this post Link to post Share on other sites
alleycat 28 Posted September 12, 2013 Thx, that function is very useful. Share this post Link to post Share on other sites