ShaunUK
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Support Provide: Transport Helicopter on dedicated server - kicks me out after pickup
ShaunUK replied to Zlin's topic in ARMA 3 - TROUBLESHOOTING
Opened a bug here http://feedback.arma3.com/view.php?id=14575 Please vote for it to be fixed if you have experienced this issue. -
Support Provide: Transport Helicopter on dedicated server - kicks me out after pickup
ShaunUK replied to Zlin's topic in ARMA 3 - TROUBLESHOOTING
I have the same issue. To summarize these support modules on a dedicated server: Artillery: Works normally. CAS: Works normally Supply Drop: Works but seems to spawn one supply crate for the server and one per client connected. So in my test it was three; one for the server, one for the headless client and one for me. Air Transport: Air transport chopper responds to request and arrives normally but when you get in it ejects you from the chopper. Seems to me that this Air transport bug might be to do with the locality of the chopper? Is the AI chopper transferred to the client when they board it and thus loses its waypoints? I think we should consider these bugs and not content that was never intended for dedicated. They are close to functional and just need some tweaks. -
Getting the 'clientID' for 'publicVariableClient'
ShaunUK replied to ShaunUK's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks Deadfast and Xeno, some really useful responses. I'll test a few combinations of the above ideas, see what works best and post back here. -
Getting the 'clientID' for 'publicVariableClient'
ShaunUK replied to ShaunUK's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for the detailed reply. Is the ID produced by onPlayerConnected the same as the clientID? I was under the impression that it was different. The wiki describes it as "Unique DirectPlay ID." -
Getting the 'clientID' for 'publicVariableClient'
ShaunUK replied to ShaunUK's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I want the client to send data to the server for processing. So the client sends the data and his ClientId to the server using publicVariableServer. The server reacts to the change in the publicvariable, processes the data and sends back the result to the single client only using publicVariableClient and the ClientId. Please note my question is really, is there any way to get the clientID without using the owner function? -
Getting the 'clientID' for 'publicVariableClient'
ShaunUK replied to ShaunUK's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You have ignored my question really, I was aware of owner, my question was 'is there is a better way?' DayZ mod is an Arma2 mod, hence the scripting they use would work. (Lets not derail the thread with a discussion about DayZ) -
Getting the 'clientID' for 'publicVariableClient'
ShaunUK posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
publicVariableClient requires the parameter 'clientID'. Currently the only advice on getting this ID is "You can find out this ID with the owner command (using it on a player's character, for example, will give you that players client ID)." Surely there is a better more reliable way to find out the clientID? What if I want to find out the clientID on the clientside? Is there no way I can access this ID from the moment the client connects? The variable must be decided and set somewhere that I can access it cleanly; surely it cant be related to a particular object? Crossing my fingers and hoping there is a simple answer to this question. The solution in quotes above just doesn't seem right. I understand that this command is now in use within DayZ so if anyone knows how they do it, I would appreciate it if you could share. -
(Functions) Compile a code string vs straight code
ShaunUK posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Silly question please delete.