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KaRRiLLioN

Bug in NearestObjects?

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I have a capture and hold script that checks for specific vehicles in order for the sector to be capped.  The script is Server-side only.

Here's the code sample:

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

ammoTruckWest = "Truck5tReammo"

repairTruckWest = "Truck5tRepair"

fuelTruckWest = "Truck5tRefuel"

ammoTruckEast = "UralReammo"

repairTruckEast = "UralRepair"

fuelTruckEast = "UralRefuel"

_w = nearestObjects [_spot,[ammoTruckWest,repairTruckWest,fuelTruckWest],10]; _vehW = _w select 0

_e = nearestObjects [_spot,[ammoTruckEast,repairTruckEast,fuelTruckEast],10]; _vehE = _e select 0

In single player, it detects the objects just fine.  In multiplayer, I had three trucks which respawned server-side, and the player could createVehicle the trucks (rts-style) local to the client.

The trucks which respawned server-side were detected by the script.  The vehicles created by the player were not.  In other words, it appears that if a vehicle is created client-side, the server does not detect them using nearestObjects.

Would this be a bug, or intentional?  I tested this several times by running a dedicated server and using vehicles spawned server side and vehicles created local to me.  I wouldn't think this behavior is desireable.

I worked around it by using triggers, but since nearestObjects offers so much nice flexibility in unit classes and distance, I'd prefer to use it.

Anyone else suffer this phenomonon?

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Quote[/b] ]sounds like a publicVariable problem

Nah, it's working on a different level. This is a internal problem within Arma's MP engine.

Quote[/b] ]The trucks which respawned server-side were detected by the script. The vehicles created by the player were not. In other words, it appears that if a vehicle is created client-side, the server does not detect them using nearestObjects.

Out of curiosity does it add the client side created vehicles to the array accesed using vehicles.

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I haven't checked that, but I will.

I ran more extensive tests with the dedicated server sending out a public msg string so I could see what it sees. Interestingly enough, when I created a vehicle locally, the server did detect it briefly, then it abruptly vanished from its radar. Odd.

I whipped up a sample mission and sent it to Suma to see if perhaps I'm making a mistake, or this is something that needs repair. I can get around using nearestObjects, but it's such a dandy command, that I'd rather not.

Here's the sample mission if anyone wants to futz with it.

ftp://addons:corn@208.63.124.254/nearestObjectsTest.zip

To test on a dedicated server, all you need to do is run ArmA with the -server parameter and then run the client as you normally do. Click on address: Internet and it'll change to LAN and you'll see your dedicated server.

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Perhaps fiddling with "createTrigger" and associated commands could permit you to get the same flexibility nearestObject has, if that can help

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I already worked around it with triggers. I just prefer not to use them. But oh well--for now at least.

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