Jump to content

Search the Community

Showing results for tags 'eai'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • BOHEMIA INTERACTIVE
    • BOHEMIA INTERACTIVE - NEWS
    • BOHEMIA INTERACTIVE - JOBS
    • BOHEMIA INTERACTIVE - GENERAL
  • FEATURED GAMES
    • Arma Reforger
    • Vigor
    • DAYZ
    • ARMA 3
    • ARMA 2
    • YLANDS
  • MOBILE GAMES
    • ARMA MOBILE OPS
    • MINIDAYZ
    • ARMA TACTICS
    • ARMA 2 FIRING RANGE
  • BI MILITARY GAMES FORUMS
  • BOHEMIA INCUBATOR
    • PROJECT LUCIE
  • OTHER BOHEMIA GAMES
    • ARGO
    • TAKE ON MARS
    • TAKE ON HELICOPTERS
    • CARRIER COMMAND: GAEA MISSION
    • ARMA: ARMED ASSAULT / COMBAT OPERATIONS
    • ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT
    • IRON FRONT: LIBERATION 1944
    • BACK CATALOGUE
  • OFFTOPIC
    • OFFTOPIC
  • Die Hard OFP Lovers' Club's Topics
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Japan in Arma's Topics
  • Arma 3 Photography Club's Discussions
  • The Order Of the Wolfs- Unit's Topics
  • 4th Infantry Brigade's Recruitment
  • 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
  • Legion latina semper fi's New Server Legion latina next wick
  • Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
  • Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI
  • Team Nederland's Welkom bij ons club
  • Team Nederland's Facebook
  • [H.S.O.] Hellenic Special Operations's Infos
  • BI Forum Ravage Club's Forum Topics
  • Exilemod (Unofficial)'s General Discussion
  • Exilemod (Unofficial)'s Scripts
  • Exilemod (Unofficial)'s Addons
  • Exilemod (Unofficial)'s Problems & Bugs
  • Exilemod (Unofficial)'s Exilemod Tweaks
  • Exilemod (Unofficial)'s Promotion
  • Exilemod (Unofficial)'s Maps - Mission Files
  • TKO's Weferlingen
  • TKO's Green Sea
  • TKO's Rules
  • TKO's Changelog
  • TKO's Help
  • TKO's What we Need
  • TKO's Cam Lao Nam
  • MSOF A3 Wasteland's Server Game Play Features
  • MSOF A3 Wasteland's Problems & Bugs
  • MSOF A3 Wasteland's Maps in Rotation
  • SOS GAMING's Server
  • SOS GAMING's News on Server
  • SOS GAMING's Regeln / Rules
  • SOS GAMING's Ghost-Town-Team
  • SOS GAMING's Steuerung / Keys
  • SOS GAMING's Div. Infos
  • SOS GAMING's Small Talk
  • NAMC's Topics
  • NTC's New Members
  • NTC's Enlisted Members
  • The STATE's Topics
  • CREATEANDGENERATION's Intoduction
  • CREATEANDGENERATION's HAVEN EMPIRE (NEW CREATORS COMMUNITY)
  • HavenEmpire Gaming community's HavenEmpire Gaming community
  • Polska_Rodzina's Polska_Rodzina-ARGO
  • Carrier command tips and tricks's Tips and tricks
  • Carrier command tips and tricks's Talk about carrier command
  • ItzChaos's Community's Socials
  • Photography club of Arma 3's Epic photos
  • Photography club of Arma 3's Team pics
  • Photography club of Arma 3's Vehicle pics
  • Photography club of Arma 3's Other
  • Spartan Gamers DayZ's Baneados del Servidor
  • Warriors Waging War's Vigor
  • Tales of the Republic's Republic News
  • Operazioni Arma Italia's CHI SIAMO
  • [GER] HUSKY-GAMING.CC / Roleplay at its best!'s Starte deine Reise noch heute!
  • empire brotherhood occult +2349082603448's empire money +2349082603448
  • NET88's Twitter
  • DayZ Italia's Lista Server
  • DayZ Italia's Forum Generale

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Yahoo


Jabber (xmpp)


Skype


Biography


Twitter


Google+


Youtube


Vimeo


Xfire


Steam url id


Raptr


MySpace


Linkedin


Tumblr


Flickr


XBOX Live


PlayStation PSN


Origin


PlayFire


SoundCloud


Pinterest


Reddit


Twitch.Tv


Ustream.Tv


Duxter


Instagram


Location


Interests


Interests


Occupation

Found 1 result

  1. Bus message exchange Lastest version: 2.4 by Code34 Description OO BME is a class (object oriented) that permits to build a main BUS messages between clients & server and transfert data between clients & server. Like to Donate ? Donate with paypal Github: https://github.com/code34/oo_bme2.vr Reference: http://forums.bistudio.com/showthread.php?167980-Object-Oriented-SQF-Scripting-and-Compiling Features: - build one main bus message - Works in local & MP - rewrite of BME 1.0 in OO way - Asynchronous remote execution - Synchronous remote execution (like promise in js) Licence: Under Gpl, you can share, modify, distribute this script but don't remove the licence and the name of the original author Documentation: /* Author: code34 nicolas_boiteux@yahoo.fr Copyright (C) 2016-2018 Nicolas BOITEUX CLASS OO_BME This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/>. */ /* Function: _bme = "new" call OO_BME; Create a new bme object (require to create at same time a handler) */ /* Function : _result = ["remoteCall", ["remotefunction", parameters, targetid, defaultreturn, timeout]] call _bme; @remotefunction is a string declare in clienthandler or serverhandler file @parameters of remotefunction @targetid clientid of the target or 2 for server @defaultreturn : default return, in case of no return of the target @timeout: limit of time to wait for the answer of target */ /* Function : ["remoteSpawn", ["remotefunction", data, "target", playerid]] call _bme; @remotefunction is a string declare in clienthandler or serverhandler file @data paramters of remotefunction @target is a string ("client" or "server" or "all") declare the target where the remote function will be exectued @playerid (optionnal) is a scalar defined by the player id where the code should be executed */ How to declare remote functions =========================== You have to declare your remote functions as normal function with global declaration name The handler declaration must respect this syntax: remotefunction = { code to execute on other side } You can declare thoses functions directly in your code. Readme: /* Author: code34 nicolas_boiteux@yahoo.fr Copyright (C) 2013-2018 Nicolas BOITEUX Bus Message Exchange2 (BME) This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/>. */ Create a main bus message between clients & server Usage: put this code into your mission init.sqf call compile preprocessFileLineNumbers "oo_bme.sqf"; See example mission in directory Licence: You can share, modify, distribute this script but don't remove the licence and the name of the original author logs: 2.4 - fix remotecall, add timeout, switch to vr map, clean examples, add new oop, fix handlers with schedule code 2.3 - fix queueing, log, add new oop 2.2 - delete useless old handlers 2.1 - add remoteCall 2.0 - first implementation Examples /* Author: code34 nicolas_boiteux@yahoo.fr Copyright (C) 2016-2018 Nicolas BOITEUX CLASS OO_BME This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/>. */ #include "oop.h" call compile preprocessFileLineNumbers "oo_bme.sqf"; call compile preprocessFileLineNumbers "example.sqf"; sleep 2; bmeclient = NEW(OO_BME, nil); // First Example - remoteCall - synchronous call if(local player) then { private _count = 0; while {_count < 10} do { _result= ["remoteCall", ["getServerName", (name player), 2, "nothing"]] call bmeclient; hint format ["RemoteCall from client: %1", _result]; _count = _count + 1; sleep 1; }; }; // Second Example - remoteSpawn - asynchronous call if(local player) then { private _count = 0; while {_count < 10} do { _message = "hello server, remoteSpawn message send from client"; ["remoteSpawn", ["sendServerMessage", _message, "server"]] call bmeclient; _count = _count + 1; sleep 1; }; }; // Third Example - remotespawn - asynchronous call from server to client if(isserver) then { private _count = 0; while {_count < 10} do { _message = "hello client, message send from server"; ["remoteSpawn", ["sendClientMessage", _message, "client"]] call bmeclient; _count = _count + 1; sleep 1; }; };
×