Jump to content
Sign in to follow this  
snYpir

Config.cpp eventhandlers and mp

Recommended Posts

Myself and a few others are working on a little project, but we have MP problems. We want to execute a script automatically for every unit in the mission, without doing anything to the mission.

Obviously, in order to do this, for every mission, you need to run a script for every unit in a given mission right at the start via the config.bin file.

We have been doing this via an 'init' eventhandler defined in the 'AllVehicles' class (calling a seperate script).

This looks as follows:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class AllVehicles : All

{

    icon="unknown_move";

    class EventHandlers

    {

         init="_this exec {somescript.sqs}";

    };

};

The problem is that in MP the init eventhandler doesn't fire on clients.

The fuel eventhandler workaround doesn't suffice either, because i need this to work on 'Man' class objects as well that don't have fuel.

I assume that this is some sort of anti-cheat mechanism. It is really screwing me over, though.

I know that it is common knowledge that the init eventhandler doesn't work on clients in MP. Anyone know of a work-around? I need a script to run for every unit, every mission, automatically.

I am all out of ideas crazy_o.gif

Edit: Well, perhaps I should have searched first. Looks like what we want to do in MP is impossible. This is a bit of a tragedy sad_o.gif

Share this post


Link to post
Share on other sites

I'm stupid what I write before doesn't solved your problem.

Share this post


Link to post
Share on other sites
Guest BratZ

I'm still trying to brainstorm a decent way to do something similiar (random numbering) supporting multiplayer

Of course I could use the fuel handler,thats not they way I'd like to do it tho

I hope in ofp2 there is a way we could have like maybe automatic useractions

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
Sign in to follow this  

×