Kolmain 6 Posted June 26, 2015 Hi all, I have a support script that is called via BI's communication menu (client side only) available here: https://github.com/Kolmain/Evolution-A3/blob/dev/EVO/fn_support_mortar.sqf The code executes flawlessly in SP/hosted MP, but on a dedicated environment the gun never fires. I thought seeking out the local client via BIS_fnc_MP would do the trick, but to no avail. Any ideas? Code in question, everything is defined: [color="#FF8040"][color="#8B3E2F"][b][[/b][/color][color="#8B3E2F"][b][[/b][/color][color="#8B3E2F"][b][[/b][/color][color="#1874CD"]_mortar[/color][color="#8B3E2F"][b],[/b][/color] [color="#000000"]_pos[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b],[/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#1874CD"]_gun[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#000000"]_this[/color] [color="#191970"][b]select[/b][/color] [color="#FF0000"]0[/color][color="#8B3E2F"][b];[/b][/color] [color="#000000"]_pos[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#000000"]_this[/color] [color="#191970"][b]select[/b][/color] [color="#FF0000"]1[/color][color="#8B3E2F"][b];[/b][/color] [color="#191970"][b]if[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#191970"][b]local[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#191970"][b]gunner[/b][/color] [color="#1874CD"]_gun[/color][color="#8B3E2F"][b])[/b][/color][color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]then[/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#1874CD"]_gun[/color] [color="#191970"][b]setVehicleAmmoDef[/b][/color] [color="#FF0000"]1[/color][color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_gun[/color] [color="#191970"][b]doArtilleryFire[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#000000"]_pos[/color][color="#8B3E2F"][b],[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#191970"][b]currentMagazine[/b][/color] [color="#1874CD"]_gun[/color][color="#8B3E2F"][b])[/b][/color][color="#8B3E2F"][b],[/b][/color] [color="#FF0000"]5[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b],[/b][/color] [color="#7A7A7A"]"BIS_fnc_spawn"[/color][color="#8B3E2F"][b],[/b][/color] [color="#000000"]true[/color][color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]call[/b][/color] BIS_fnc_MP[color="#8B3E2F"][b];[/b][/color][/color] Made with KK's SQF to BBCode Converter Share this post Link to post Share on other sites
fn_Quiksilver 1633 Posted June 26, 2015 (edited) Hi all,I have a support script that is called via BI's communication menu (client side only) available here: https://github.com/Kolmain/Evolution-A3/blob/dev/EVO/fn_support_mortar.sqf The code executes flawlessly in SP/hosted MP, but on a dedicated environment the gun never fires. I thought seeking out the local client via BIS_fnc_MP would do the trick, but to no avail. Any ideas? Code in question, everything is defined: [color="#FF8040"][color="#8B3E2F"][b][[/b][/color][color="#8B3E2F"][b][[/b][/color][color="#8B3E2F"][b][[/b][/color][color="#1874CD"]_mortar[/color][color="#8B3E2F"][b],[/b][/color] [color="#000000"]_pos[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b],[/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#1874CD"]_gun[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#000000"]_this[/color] [color="#191970"][b]select[/b][/color] [color="#FF0000"]0[/color][color="#8B3E2F"][b];[/b][/color] [color="#000000"]_pos[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#000000"]_this[/color] [color="#191970"][b]select[/b][/color] [color="#FF0000"]1[/color][color="#8B3E2F"][b];[/b][/color] [color="#191970"][b]if[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#191970"][b]local[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#191970"][b]gunner[/b][/color] [color="#1874CD"]_gun[/color][color="#8B3E2F"][b])[/b][/color][color="#8B3E2F"][b])[/b][/color] [color="#191970"][b]then[/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#1874CD"]_gun[/color] [color="#191970"][b]setVehicleAmmoDef[/b][/color] [color="#FF0000"]1[/color][color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_gun[/color] [color="#191970"][b]doArtilleryFire[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#000000"]_pos[/color][color="#8B3E2F"][b],[/b][/color] [color="#8B3E2F"][b]([/b][/color][color="#191970"][b]currentMagazine[/b][/color] [color="#1874CD"]_gun[/color][color="#8B3E2F"][b])[/b][/color][color="#8B3E2F"][b],[/b][/color] [color="#FF0000"]5[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b],[/b][/color] [color="#7A7A7A"]"BIS_fnc_spawn"[/color][color="#8B3E2F"][b],[/b][/color] [color="#000000"]true[/color][color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]call[/b][/color] BIS_fnc_MP[color="#8B3E2F"][b];[/b][/color][/color] Made with KK's SQF to BBCode Converter put this somewhere in the servers init: KOL_fnc_doArtyFire = { _gun = _this select 0; _pos = _this select 1; _gun setVehicleAmmoDef 1; _gun doArtilleryFire [_pos,(currentMagazine _gun),5]; true; }; publicVariable 'KOL_fnc_doArtyFire'; call in your mortar script: //assuming _mortar and _pos are defined somewhere before this [[_mortar,_pos],"KOL_fnc_doArtyFire",(owner _mortar),FALSE,FALSE] spawn BIS_fnc_MP; If still not working, I'd start troubleshooting with the doArtilleryFire array, specifically ensure that (currentMagazine _gun) is actually valid. If still not functioning, then I have no idea :) Edited June 26, 2015 by MDCCLXXVI Share this post Link to post Share on other sites
Kolmain 6 Posted June 26, 2015 put this somewhere in the servers init: KOL_fnc_doArtyFire = { _gun = _this select 0; _pos = _this select 1; _gun setVehicleAmmoDef 1; _gun doArtilleryFire [_pos,(currentMagazine _gun),5]; true; }; publicVariable 'KOL_fnc_doArtyFire'; call in your mortar script: //assuming _mortar and _pos are defined somewhere before this [[_mortar,_pos],"KOL_fnc_doArtyFire",(owner _mortar),FALSE,FALSE] spawn BIS_fnc_MP; If still not working, I'd start troubleshooting with the doArtilleryFire array, specifically ensure that (currentMagazine _gun) is actually valid. If still not functioning, then I have no idea :) Well I know it works because it works locally, but maybe its possible that currentMagazine isn't returning? Alright, instead of publicVar'ing it, I'll just declare it with the rest of my functions. Share this post Link to post Share on other sites
fn_Quiksilver 1633 Posted June 26, 2015 (edited) Well I know it works because it works locally, but maybe its possible that currentMagazine isn't returning? Alright, instead of publicVar'ing it, I'll just declare it with the rest of my functions. yep thats probably the cleanest method ... Does it work though? No point baking it in if it doesn't work! :) What does currentMagazine return for it? //copyToClipboard str (currentMagazine cursorTarget); edit, nevermind you are saying the shooting bit works, sorry its late and im tired :) Edited June 26, 2015 by MDCCLXXVI Share this post Link to post Share on other sites
Kolmain 6 Posted June 26, 2015 yep thats probably the cleanest method ...Does it work though? No point baking it in if it doesn't work! :) I'm in the office and can't test it :( Share this post Link to post Share on other sites
fn_Quiksilver 1633 Posted June 26, 2015 Once you get around to it, I suspect there is even cleaner more direct method, just using the command instead of a scripted function. [[_mortar,[_pos,(currentMagazine _mortar),5]],"doArtilleryFire",(owner _mortar),FALSE,FALSE] spawn BIS_fnc_MP; Not sure if that works but something along those lines. Would have to allow doArtilleryFire in CfgRemoteExecCommands {} description.ext (1.46) though. Share this post Link to post Share on other sites
Kolmain 6 Posted June 26, 2015 Once you get around to it, I suspect there is even cleaner more direct method, just using the command instead of a scripted function. [[_mortar,[_pos,(currentMagazine _mortar),5]],"doArtilleryFire",(owner _mortar),FALSE,FALSE] spawn BIS_fnc_MP; Not sure if that works but something along those lines. Would have to allow doArtilleryFire in CfgRemoteExecCommands {} description.ext (1.46) though. Its not listed as supported? https://community.bistudio.com/wiki/CfgRemoteExecCommands Share this post Link to post Share on other sites
austin_medic 109 Posted June 26, 2015 Its not listed as supported?https://community.bistudio.com/wiki/CfgRemoteExecCommands that is true. in that case you could use the first method and bake it right into the mission. Share this post Link to post Share on other sites