Home   Help Search Login Register  

Author Topic: Hint vs. Sidechat in MP  (Read 1367 times)

0 Members and 1 Guest are viewing this topic.

Mr.BoDean

  • Guest
Hint vs. Sidechat in MP
« on: 06 Jul 2004, 00:18:06 »
 Ok, after thinking I had all my scripts running great, I re-read the MP tute and saw I might have a problem with sidechats that occur in Server-only run scripts.  :P I haven't been able to test it on another server yet, so I wondered if another solution might be to use HINT instead??

 The sidechat is used either during a patrol script or a delete script to signal that another group has been eliminated.

Does anyone know the client/server deal with HINT?

Script Example:

? !(local server): exit

hint "blah, blah blah"

instead of:
papabear sidechat "blah, blah blah"


It would solve a lot of problems I'm having trying to keep scripts from running on client PC's, but still wanting all to see the messages.  :-X

Offline Artak

  • The old beanbag shaker
  • Former Staff
  • ****
  • You want to talk about it, yes?
    • OFP Team Finlanders
Re:Hint vs. Sidechat in MP
« Reply #1 on: 06 Jul 2004, 00:26:03 »
Hint acts just like sidechat. If you run the command on server only, the result will show on server only.

You'll need to find another way to do it. Pharhaps have a global script waiting to get a publicvariable from the server scripts would be the way to go.
Either that or you'll have to loose the "? !(local server): exit" line from the begining of your scripts. Have clients skip the most part of the script if a variable is not true, which is determined in the part of the script that's run on server only.
Not all is lost.

Mr.BoDean

  • Guest
Re:Hint vs. Sidechat in MP
« Reply #2 on: 06 Jul 2004, 01:50:31 »
Hmmm, ok. That's what I figured. Plan B ...or is that Plan Z by now?  ;D


Offline Terox

  • Former Staff
  • ****
  • Follow the Sappers!
    • zeus-community.net
Re:Hint vs. Sidechat in MP
« Reply #3 on: 06 Jul 2004, 14:53:50 »
?(local player):

the above line will only run when the machine it was run on has a human player


if something occurs on the server and then because of it you want all the clients to react to it say by posting a titletext message, then you need to publicvariable something like a boolean (true or false variable)

When the clients receive this publicly transmitted variable, a looping script which is waiting for the condition to become true will then run the hint message or whatever you want


EXAMPLE


SERVER MACHINE
something occurs and because of it the following line is run
tx_Runtext = true; Publicvariable "tx_RunText"



CLIENT MACHINE
Quote
#START
~1
? (tx_Runtext):goto "SKIP"
goto "START"

#SKIP
hint "Runtext has occured"
tx_Runtext = false
goto "START"

or alternatively

#SKIP
hint "Runtext has occured"
exit


« Last Edit: 06 Jul 2004, 14:55:05 by Terox »
Zeus ARMA2 server IP = 77.74.193.124 :2302
Teamspeak IP = 77.74.193.123