remoteExec: Difference between revisions

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|x1= <code>"hello" [[remoteExec]] ["hint"]; // runs hint "hello" on each connected client </code> |=
|x1= <code>// runs hint "hello" on each connected client
|x2= <code>"hello" [[remoteExec]] ["hint", 0]; // runs hint "hello" on each connected client </code> |=
"hello" [[remoteExec]] ["hint"]; </code> |=
|x3= <code>"hello" [[remoteExec]] ["hint", 3]; // runs hint "hello" on first connected client </code> |=
|x2= <code>// runs hint "hello" on each connected client "hello"
|x4= <code>"hello" [[remoteExec]] ["hint", -2]; // runs hint "hello" everywhere but server </code> |=
[[remoteExec]] ["hint", 0]; </code> |=
|x5= <code>myJipID = "hello" [[remoteExec]] ["hint", -2, "IamUnique"];
|x3= <code>// runs hint "hello" on first connected client
// runs hint "hello" everywhere but server, JIPs the message and return e.g. "3_1" as a unique JIP id </code> |=
"hello" [[remoteExec]] ["hint", 3]; </code> |=
|x6= <code>[[remoteExec]] ["someFuncWithNoArgs"];
|x4= <code>// runs hint "hello" everywhere but server
// runs "someFuncWithNoArgs" on each connected client </code> |=
"hello" [[remoteExec]] ["hint", -2]; </code> |=
|x7= <code>[[remoteExec]] ["", "IamUnique"];
|x5= <code>// runs hint "hello" everywhere but server, JIPs the message
// removes the message identified by "IamUnique" ID from the JIP queue.
// and returns e.g. "3_1" as a unique JIP id
// Therefore, for newly connected clients hint "hello" won't be displayed anymore </code> |=
myJipID = "hello" [[remoteExec]] ["hint", -2, [[true]]]; </code> |=
|x8= <code>{player setAmmo [primaryWeapon player, 1];} [[remoteExec]] ["bis_fnc_call", 0];
|x6= <code>// runs hint "hello" everywhere but server, JIPs the message under ID "some_JIP_ID"
// all clients will have their ammo set to 1 for their current weapon </code> |=
// replacing any previous message with this ID in the JIP queue.
|x9= <code>myJipID = "hello" [[remoteExec]] ["", 0];
"hello" [[remoteExec]] ["hint", -2, "some_JIP_ID"]; </code> |=
|x7= <code>// runs "someFuncWithNoArgs" on each connected client
[[remoteExec]] ["someFuncWithNoArgs"]; </code> |=
|x8= <code>// removes a message identified by "IamUnique" from the JIP queue
[[remoteExec]] ["", "IamUnique"]; </code> |=
|x9= <code>// all clients will have their ammo set to 1 for their current weapon
{player setAmmo [primaryWeapon player, 1];} [[remoteExec]] ["bis_fnc_call", 0]; </code> |=
|x10= <code>myJipID = "hello" [[remoteExec]] ["", 0];
if (isNil "myJipID") then { hint "empty function name is not allowed"; }; </code> |=
if (isNil "myJipID") then { hint "empty function name is not allowed"; }; </code> |=
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Revision as of 15:05, 30 May 2015


-wrong parameter ("arma3dev") defined!-[[:Category:Introduced with arma3dev version 1.46|1.46]]
Hover & click on the images for description

Description

Description:
Asks server to execute a command remotely by spawning it.
Doesn't execute function on server
Groups:
Uncategorised

Syntax

Syntax:
[params] remoteExec [functionName, targets, jip];
Parameters:
functionName: String - function name. While any function can be used, only commands defined in CfgRemoteExecCommands are supported.
params: Array - parameters passed to the function
targets: - Optional. [default: 0]
Object - function will be executed only where unit is local [default: 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.
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: String or Boolean - Optional [default: false]. If true, function generates an unique ID for the message and the message itself is added to the JIP queue. If a non-empty string, it is a custom ID of the message and the message iteself is added to the JIP queue overriding any remoteExec message with the same ID. Otherwise, no ID is generated and no message is placed into the JIP queue.
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 each connected client "hello" remoteExec ["hint", 0];
Example 3:
// runs hint "hello" on first connected client "hello" remoteExec ["hint", 3];
Example 4:
// runs hint "hello" everywhere but server "hello" remoteExec ["hint", -2];
Example 5:
// 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 6:
// 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 7:
// runs "someFuncWithNoArgs" on each connected client remoteExec ["someFuncWithNoArgs"];
Example 8:
// removes a message identified by "IamUnique" from the JIP queue remoteExec ["", "IamUnique"];
Example 9:
// all clients will have their ammo set to 1 for their current weapon {player setAmmo [primaryWeapon player, 1];} remoteExec ["bis_fnc_call", 0];
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

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 1.46]][[ Category: arma3dev: New Scripting Commands | REMOTEEXEC]][[ Category: arma3dev: Scripting Commands | REMOTEEXEC]]