BIS_fnc_MP

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Revision as of 19:02, 2 April 2013 by Fireball (talk | contribs)
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Function syntax in Take On Helicopters differs, see BIS_fnc_MP (Take On Helicopters) for details.

Introduced with Arma 3 version 0.500.50
Hover & click on the images for descriptions

Description

Description:
Send function for remote execution (and executes locally if conditions are met) .

Syntax

Syntax:
[params, functionName, target, isPersistent] spawn BIS_fnc_MP;
Parameters:
params: Anything - function arguments
functionName: String - function name
target:
Object - function will be executed only where unit is local [default: everyone]
Array - array of objects
Boolean - true to execute on every client, false to execute it on server only
Number - function will be executed only on client with the given ID
isPersistent: Boolean - true for persistent call (will be called now and for every JIP client) [default: false]
Return Value:
Array - sent packet

Examples

Example 1:
["Imma spamming your log!","BIS_fnc_log"] spawn BIS_fnc_MP; Logs a message for every player who's currently joined.
Example 2:
[["Hello World"],"BIS_fnc_guiMessage",nil,true] spawn BIS_fnc_MP; Send a message containing "Hello World" to every player, including the ones who joins later using JIP.

Additional Information

Execution:
call
See also:
See also needed

Notes

i
Only post proven facts here. Report bugs on the feedback tracker. Use the Talk page or the Forums for discussions.

Notes

Posted on 2 April, 2013
Fireball
Note that the function you provide as argument is *not* transferred to the remote client or server. You will have to use functions either a) defined in global namespace b) define functions both on server and client code if you separate it using conditions on isServer or local player c) pre-defined BIS functions You can also execute scripts remotely like this: ["myScript.sqf","BIS_fnc_execVM",true,true] spawn BIS_fnc_MP; Or transfer code as parameter (not recommended) like that: ["{hint "Hello World!";}","BIS_fnc_spawn",true,true] spawn BIS_fnc_MP;

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