Door closing and locking are executed client side, because of they are triggering only if player is near door. It would be resource killer if there will be as many loops as doors on server side. Better run one loop per player on players machine. But results should be broadcasted over network. Maybe there is lag/sync issues?
Thanks for the update. Yes, I've started running my on server. The issues right now seem to be isolate to a dedicated server. Right now, either the script will not completely load, it gets stuck in the PostInit and will not advance. Or and this I believe is a pretty large issue, when players join in progress, all of the doors and lock your statuses are reset. So, what I mean is, if I have been playing, and have open some doors, And somebody joins in progress, the doors will shut and re-lock.
I believe this might be because of the use of private variables, in certain parts of the script. I'm going to continue playing, but so far the only thing that becomes initialize server-side, is the PostInit. I do see in some of the files where you ensure that it is executed client side , but I can understand that. But I think the initial door locking, and door closing should be done server-side so that all clients have The same start point, and that isn't reset when players join in progress.
I hope this makes sense.
This post was edited by Yakavetta[31stMEU] (2016-04-25 14:26, ago)
I understand completely. I usually only get a few hours a week free to play arma and try to code. I will look into it when I can too, to see if I can help. I was hoping it was going to be a simple line of code change but when I started looking into it more, I realized it was more.
That worked, but a new bug came up. When I place the explosive charges, they disappear immediately after the animation is complete, and the option to detonate appears for less than a second, before it disappears too.
I haven't looked into the setexplosives or detonate script yet to tell you which one is failing, but I'll dig into it this weekend
So this means somehow, the _x is changing to 1, to set pTmp to 1, to delete the explosive. So I figured I'd just delete
This works for me. I'm not sure if it's what you want in a final product, but it seems to fix the issue of pTmp becoming 1 when it shouldn't, as it's not executing the script for every _s, but only the initial one.
This post was edited by Yakavetta[31stMEU] (2016-04-30 00:59, ago)
Love this script, really does what we need it to! Unfortunately we have a few problems:
1. It breaks LAxemann's "Mount" mod (http://www.armaholic.com/page.php?id=25962)
2. If the area you create of a small enough area, there are no problems. However we recently increased the size of the locked marker area to cover the landmass of island Bozcaada (http://www.armaholic.com/page.php?id=29580), and on a dedicated server it created strange lag issues which resulted on people not being able to log into the game, people unable to move, unable to get into vehicles.
I've been playing with it off and on. Essentially, what I believe needs to be done, is the doors closing needs to be transferred from the init script to a post-init script, which I'm working on. But until Sushi comes back I can't really release it without his permission. It's not done anyway, just being worked on.
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