BIS_fnc_MP
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Take On Helicopters
Arma 3
Description
- Description:
- Send function for remote execution (and executes locally if conditions are met).
- Execution:
- call
- Groups:
- Multiplayer
Syntax
- Syntax:
- [params, functionName, target, isSpawn, isPersistent] call BIS_fnc_MP
- Parameters:
- params: Anything - function params
- functionName: String - function name
- target: Object - (Optional, default everyone) function will be executed only where unit is local
- isSpawn: Boolean - (Optional, default false) true for calling function using 'spawn' command (otherwise 'call' is used)
- isPersistent: Boolean - (Optional, default false) true for persistent call (will be called now and for every JIP client)
- Return Value:
- Array - sent packet
Examples
- Example 1:
- Log a message for every connected player:
- Example 2:
- Send a message containing "Hello World" to every player, including the ones who joins later using JIP:
Additional Information
- See also:
- remoteExec remoteExecCall BIS_fnc_MPexec
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
Description
- Description:
- Send function for remote execution (and executes locally if conditions are met).
- Execution:
- call
- Groups:
- Multiplayer
Syntax
- Syntax:
- [params, functionName, target, isPersistent, isCall] call BIS_fnc_MP
- Parameters:
- params: Anything - function arguments. Variables can be local.
- functionName: String - function or scripting command name.
- target:
- Object - the function will be executed only where unit is local [default: everyone]
- String - the function will be executed only where object or group defined by the variable with passed name is local
- Boolean - true to execute on each machine (including the one where the function was called from), false to execute it on server only
- Number - function will be executed only on client with the given owner ID
- Side - function will be executed only on clients where the player is on the specified side
- Group - function will be executed only on clients where the player is in the specified group
- Array - array of targets of types listed above
- isPersistent: Boolean - (Optional, default false) true for persistent call (will be called now and for every JIP client)
- isCall: Boolean - (Optional, default false) true if function should be called on target machine, false to spawn it
- Return Value:
- Array - sent packet
Examples
- Example 1:
- // logs a message for every player on the server. ["Imma spamming your log!", "BIS_fnc_log"] call BIS_fnc_MP;
- Example 2:
- Example 3:
- Example 4:
Additional Information
- See also:
- BIS_fnc_MPexec Remote Execution
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
- Posted on Apr 02, 2013 - 19:02 (UTC)
- Note that the function you provide as argument is *not* transferred to the remote client or server. You will have to use either You can also execute scripts remotely like this: Or transfer code as parameter (not recommended) like that:
- Posted on Jul 04, 2013 - 21:20 (UTC)
- Posted on Dec 10, 2013 - 13:37 (UTC)
-
If you need to achieve a single global execution of an existing function on all PCs including your own, the syntax could not be any more simple than: [arguments, functionname] call BIS_fnc_MP; This is particularly useful with commands such as switchMove where the command effect is local.
For example to make sure animation is played on every PC, first define a global function on every PC (maybe inside init.sqf):
Then execute BIS_fnc_MP on only one PC which will in return execute switchMoveEverywhere function everywhere:
- Posted on May 23, 2015 - 21:47 (UTC)
- Adding onto what Killzone_Kid said, a custom function isn't necessary when using only a single command.
- Posted on Jun 08, 2015 - 12:08 (UTC)
-
From version 1.50 the function BIS_fnc_MP will use the engine based remote execution.
- This will positively affect its performance, namely processing speed and amount of transferred data.
- The syntax and functionality of BIS_fnc_MP will remain same to retain the backward compatibility.
- To prevent abusing of the remoteExec and remoteExecCall commands the BIS_fnc_MP will use, the content authors will be able to define the operation modes as well as white-lists for commands/functions for clients and server separately.
- White-lists defined in CfgRemoteExecCommands and CfgRemoteExecFunctions won't be supported from 1.48 as they will be replaced by the new structure more powerful and detailed structure: CfgRemoteExec.
- Posted on Jul 20, 2015 - 21:07 (UTC)
- Pay close attention to where and when you call BIS_fnc_MP. If you use it on the server during init, it will probably run before the player is loaded into the server, and the player behaves more like a JIP. Either waiting for the briefing to end (time > 0), or using the JIP parameter in BIS_fnc_MP are two ways of getting around this issue.