remoteExec

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Revision as of 10:19, 16 July 2015 by Richard.biely (talk | contribs)
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-wrong parameter ("arma3dev") defined!-[[:Category:Introduced with arma3dev version 1.47|1.47]]
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Description

Description:
Asks server to execute a command or scripted function remotely by spawning it. In SP, it executes the command locally (the same restrictions apply both to SP and MP). For more information about the usage, security features and advanced jip techniques check the remote execution dedicated section.
W.I.P
  • Functionality of the command is being extended for 1.48+.
  • The goal is to provide full control over its behavior to content authors.
  • The command will use new structure that defines different operation modes and white-lists for clients and server separately (already true for Arma 3 logo black.pngDEV).
  • White-lists defined in CfgRemoteExecCommands and CfgRemoteExecFunctions are no longer supported in Arma 3 logo black.pngDEV. They have been replaced with CfgRemoteExec
Groups:
Uncategorised

Syntax

Syntax:
[params] remoteExec [functionName, targets, jip];
Parameters:
params (Optional): Anything - parameters passed to the function
[functionName, targets, JIP]: - Array
functionName: String - function or command name.
While any function can be used, only commands and functions defined in CfgRemoteExec will be executed.
targets (Optional): [default: 0 = everyone]
Number - the function will be executed only on client with the given owner ID. When 0, the function will be executed on each client including the one where remoteExec was called from. When 2, it will be executed only by server. When negative, it will be executed everywhere except for machines with with the given client ID.
Object - function will be executed only where unit is local
Side - the function will be executed only on clients where the player is on the specified side
Group - the function will be executed only on clients where the player is in the specified group
Array - array of any of types listed above
JIP (Optional): String or Boolean - If true, function generates a unique ID for the message and the message itself is added to the JIP queue and executed for every JIP. If a non-empty string is given, it is treated a custom ID of the message and the message itself is added to the JIP queue overriding any remoteExecCall message with the same ID. Otherwise, no ID is generated and no message is placed into the JIP queue. [default: false]
Note: JIP mostly makes sense for messages doing changes local to client (not directly synchronized over the network). Otherwise, after remoteExec is executed, depending on the contents of the global JIP queue there is a chance a new message could be added to it, unnecessary increasing the number of messages sent to any newly connected client. E.g. calling "..remoteExec ["setFuel"..]" is fine, however, calling "..remoteExec ["publicVariable",..]" is not.
Return Value:
Anything - Nil in case of error. String otherwise. If JIP is not requested this is an empty string. Otherwise this is an unique JIP ID. See the topic Function for more information.

Examples

Example 1:
// runs hint "hello" on each connected client "hello" remoteExec ["hint"];
Example 2:
// runs hint "hello" on first connected client "hello" remoteExec ["hint", 3];
Example 3:
// runs hint "hello" everywhere but server "hello" remoteExec ["hint", -2];
Example 4:
// runs hint "hello" everywhere but server, JIPs the message // and returns e.g. "3_1" as a unique JIP id myJipID = "hello" remoteExec ["hint", -2, true];
Example 5:
// runs hint "hello" everywhere but server, JIPs the message under ID "some_JIP_ID" // replacing any previous message with this ID in the JIP queue. "hello" remoteExec ["hint", -2, "some_JIP_ID"];
Example 6:
// runs "someFuncWithNoArgs" on each connected client remoteExec ["someFuncWithNoArgs"];
Example 7:
// removes a message identified by "IamUnique" from the JIP queue remoteExec ["", "IamUnique"];
Example 8:
// all clients will have their ammo set to 1 for their current weapon {player setAmmo [primaryWeapon player, 1];} remoteExec ["bis_fnc_call", 0];
Example 9:
// Object obj will have its ammo set to 1 where it is local [obj,[primaryWeapon obj, 1]] remoteExec ["setAmmo", obj];
Example 10:
myJipID = "hello" remoteExec ["", 0]; if (isNil "myJipID") then { hint "empty function name is not allowed"; };

Additional Information

See also:
remoteExecCall BIS_fnc_MP 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

[[Category:Introduced with arma3dev version 1.47]][[ Category: arma3dev: New Scripting Commands | REMOTEEXEC]][[ Category: arma3dev: Scripting Commands | REMOTEEXEC]]


Posted on June 30, 2015 - 12:52 (UTC)
Richardbiely
While it is true that this function executes the desired scripted command/function by calling it, it does not mean remoteExecCall itself will be executed right away. Therefore, calling remoteExecCall is by no means a replacement for calling scripted commands/functions directly.
Example:
remoteExecCall ["func1"]; call func2; // func2 can be executed sooner than func1
call func1; call func2; // func2 will always execute after func1.