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Captinlarry

Issues Calling a SQF from a RemoteExcec

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Im having issues calling a Sqf through a simple radio trigger using a RemoteExcec

call{playsound "JediDown";};
remoteExec ["Scripts\Start.sqf", 2];


The Trigger in Question
Bane of my existence

Path 
Scripts\Start
List of SQFs



Also having some issues with Addactions that activate SQFs. 

call{this addaction [ "Disable Security Lockdown", { "StarLock.sqf" remoteExec ["execVM", 2];}];}

I was Using this ^^ but my Mod guys tell me that will call on every machine, kill frames and crash the server.


Any and all help would be apperciated

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remoteExec'ing a .sqf goes like this:

 

//Using "example.sqf"

 

Local (normal) execution:

[] execVM "example.sqf";

To remote execute on server machine:

"example.sqf" remoteExec ["execVM", 2];

If the script requires argument(s):

[[_arg1, _arg2], "example.sqf"] remoteExec ["execVM", 2];

 

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12 hours ago, Captinlarry said:


Also having some issues with Addactions that activate SQFs. 
call{this addaction [ "Disable Security Lockdown", { "StarLock.sqf" remoteExec ["execVM", 2];}];}
I was Using this ^^ but my Mod guys tell me that will call on every machine, kill frames and crash the server.

Any and all help would be apperciated

 

No. You can addAction on init field of an edited object/unit, like you do:

this addAction [...];

It's fine. That runs on every player (JIP). The question is what starLock.sqf is? You can ruin performance with a poorly scripted sqf, but it's OK, even remote executing on server, with an accurate script.

 

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On 7/1/2022 at 7:47 AM, pierremgi said:

 

No. You can addAction on init field of an edited object/unit, like you do:

this addAction [...];

It's fine. That runs on every player (JIP). The question is what starLock.sqf is? You can ruin performance with a poorly scripted sqf, but it's OK, even remote executing on server, with an accurate script.

 

It calls a funtion that moves multiple objects away from an opening like a door, fires off 8 UnitPath scripts and has some time delays

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