tom.machu 1 Posted December 18, 2021 Hi guys, I ´m having the problem with CBA_fnc_dropWeapon in MP. When a server host executes the function (included in _unit addAction), both the host and the client sees the proper action. But when the client executes the action, then CBA_fnc_dropWeapon works only for the client, but not for the server host. I have tried numerous ways like: private _odhod = [_unit, currentWeapon _unit] remoteExecCall ["CBA_fnc_dropWeapon", 0]; //for client works properly, doesn't work for server private _odhod = [_unit, currentWeapon _unit] remoteExec ["CBA_fnc_dropWeapon", 0]; // not working at all _odhod = [_unit, currentWeapon _unit] call CBA_fnc_dropWeapon; // only executer sees the action [-2, {[_unit, currentWeapon _unit] call CBA_fnc_dropWeapon}] call CBA_fnc_globalExecute; // there I should need to pass _unit variable, since I run it through CBA Extended_InitPost_EventHandlers Thanks. Share this post Link to post Share on other sites
7erra 629 Posted December 18, 2021 Internally the function uses switchMove which takes a local argument. So you have to execute the function on the player's PC whose weapon should be dropped. All other commands in that function are already global so no need to execute it for everyone (0). [_unit, currentWeapon _unit] remoteExecCall ["CBA_fnc_dropWeapon", _unit]; 2 Share this post Link to post Share on other sites
tom.machu 1 Posted December 20, 2021 Thanks for the quick reply. Unfortunately, this doesn't seem to work either. Works for the server, but client doesnt see the _unit dropping a weapon. Share this post Link to post Share on other sites