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Found 30 results

  1. Hello, I'm using this _costTable = compile preProcessFileLineNumbers "folder\costTable.sqf"; [[],_costTable] remoteExec ["spawn",zeusUnit,true]; (from initServer.sqf) to "send" a cost table from dedicated server to the player playing as Zeus. That little script works nicely at mission start: only units and other "Zeus assets" that are declared in the costTable.sqf are available to the Zeus (player). But for some reason the JIP functionality (which is declared with true) doesn't work. This leads to the point where a reconnecting Zeus player will have all the vanilla Arma 3 Zeus units and assets available since the server doesn't issue the cost table to this "JIP player" like it should. Or should it even? Any thoughts of a way to get the server to send the cost table to JIP Zeus player?
  2. Hi Guys, Scrawling the forums, I have been educating myself on Functions & Remote Exec in aid of spawning AI groups (LV Scripts from Spunoff) via a GUI (Local to Admins which I have created), I have followed the formats from the wiki and Various other posts but I cannot seem to get it to execute, here are the files below it would be great if someone could look over it. Thanks! Description.EXT GUI Extract : dialogs.hpp Fnc_AlesiaMilitia.sqf
  3. Hi all. I'm a total noob to Arma scripting (or scripting at all). I've read some tutorials, but still, nothing better than expirience. But, back to the point. I've been creating a MULTIPLAYER mission with Mobile HQ. I've done some testing with my friends, and generally most of things work, but there's this one issue I can't solve. Here's the code of the script I'm going to reference (the file name is mhq1.sqf and it is executed by execVM in init.sqf): MHQ1 is obviously a name of a marker I have set. mhq1 is the variable, name of object - SUV I have spawned in the editor. mhq1SpawnMarker is another marker I've put down in the base. The marker moving works fine. Now, when I am alone on the server and destroy the MHQ only one MHQ respawns. But then, when a friend of mine joins and we do the same, 2 of them spawn. If another friend join there are 3 vehicles spawning and so on. I've tried multiple variations of this code, including using remoteExec function, but no luck. I can't understand what's the issue, why this isn't working. I am aware that I could use a ready script from the net, but I'd like to learn scripting the way I'm doing it now instead of using other's work. Anyway, thans in advance for helping me out.
  4. Hi there, I'm looking for a way to attach an object to a building, in MP, remotely (from a client with a visual result for any client). Well, attachTo is a command supposed to be AG EG. So, where is the problem? If, as a client, my addon is able to attach an object thru an event Handler, the object is just attached locally (on client PC which triggered the EH). The other clients (or even hosted server) just can see the object on ground. Furthermore, if i try to attach this object on a vehicle, that works for every clients! On a building, only on the client PC performing the EH. I'm not sure there is a link with that: I remarked a difference between buildings and vehicles: The owner of (empty) vehicles is server ( owner returns 2), but buildings are just "remote" (owner returns 0). Any idea to attach an object to a building for any client?
  5. I d like to learn more about that command cause i ve to use it in near future i think. In another thread we stuck at the point where we d like to send one variable together with the command to the clients and tried to let the other variable get the Client itsself. this command should be executed on all clients: player reveal _desired_object; _desired_object should be sent from Server to all clients but player should be executed at the clients itsself to get the local player entity. EDIT: Could this be the solution?: _desired_object remoteExec ["player reveal", -2];
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