Multiplayer scripting

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Revision as of 23:26, 29 December 2006 by MaHuJa (talk | contribs)
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Basically, when scripting for a multiplayer mission, you're making a script that will run on several computers concurrently. The game engine itself will, to a great extent, automatically transmit changes in object positions and similar, and some commands will have their effects spread to the other computers. Everything else only matters on the computer the code is executing.

There are also the matter of what happens if a client is disconnected. With ArmA you have the opposite issue introduced by JIP - will that client have a state that will work with the rest?


There are a few ways of affecting the other computers: -publicVariable -CoC Network services -...

(more information is needed - extending the list, and explain their uses and limitations)