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brainslush

Weird locality problem

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I'm programing some modules and have following setting in the Cfg.

	scope = 2; // Editor visibility; 2 will show it in the menu, 1 will hide it.
	displayName = "Add Suppressors"; // Name displayed in the menu
	icon = "x\tss_units\addons\tss_units\data\ui\icon_m_supp.paa";
	category = "tss_units";

	function = "tss_units_tss_units_fnc_postModule";
	functionPriority = 10;
	isGlobal = 1;
	isTriggerActivated = 0;
	isDisposable = 0;

In my function I'm ckecking whether the synchronzied unit is local to the client and run the script to attach a supressor. To keep it short it doesn't work. It does work in single player but it doesn't in multiplayer b/c the locality check fails.

DEFAULT_PARAM(0,_logic,objNull);
DEFAULT_PARAM(1,_units,[]);
DEFAULT_PARAM(2,_activated,true);

{
 if(local _x && {activated}) then {
  // Do Stuff
 };
}count _units;

In my testmission I have the player syned with the module so we get

_units => [Alpha1_1]
player => Alpha1_1

but according to the debug output

(_units select 0) == player => false
local (_units select 0) => false
local player => true
player == Alpha1_1 => true

I think I'm getting insane. Pls help

 

 

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