Jump to content
MKD3

doWatch not working on dedicated server?

Recommended Posts

Hi all,

More of a 'has anyone seen this' question.

I wrote a script for some ambient artillery that works fine in 3den, locally in the SP and MP editor,

However once I run it on our dedicated server, it runs the script and the artillery pieces dont adjust their aim as they do locally.

Anyone had issues with doWatch or have a work around? Ive tried all localities and doTarget, commandWatch, commandTarget. 

Out of ideas. Any help is appreciated

Arty.sqf


_artilleryArray = _debugobjects;//Or an array of any artillery objects
  
_position = getpos (_artilleryArray select 0);  
_aim = createVehicle ["DummyTarget",[((_position select 0) + 2500), ((_position select 1)),0],[],0,"NONE"];   

//Make battery aim and prepare    
{ 
	_artillery = _x;  

	_artillery addmagazine (getartilleryammo [_x] select 0 ); 
	
	//XYZ fake target, makes the barrels  move around but adjusting () + X;
	_posX = (_position select 0) + 400; 
	_posY = (_position select 0) + 2700; 
	_posZ = (_position select 0) + 100; 

	_fakeaim = [_posX,_posY,_posZ];   

	_artillery dowatch _fakeaim; 

	_deleteShot = _x addEventHandler ["Fired",{(_this select 6);deleteVehicle (_this select 6)}]; 

} foreach _artilleryArray; 
 
sleep 7; 

_cantfire = _artilleryArray select 0; 

//Loop to make artillery fire randomly, adjust X in (X * (count _artilleryArray)) to change number of times entire battery will fire once
for "_1" from 1 to (5 * (count _artilleryArray)) do {  
   
	sleep random 1.5;

	_fire = selectrandom _artilleryArray;
	
	if (_fire == _cantfire) then {
	
		_fire = selectrandom _artilleryArray; 
		
	};
  
	_fire fireattarget [_aim]; 

	_Cantfire = _fire;
  
};  
 
{  
 
	_x removealleventhandlers "Fired"; 
  
} foreach  _artilleryArray; 

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×