sunski34 Posted September 4, 2016 Posted September 4, 2016 (edited) I wrote a lua script using S_EVENT_PLAYER_LEAVE_UNIT or S_EVENT_PLAYER_ENTER_UNIT but in multiplayer mode now, just the hosted client works good. I can't have these events for remote clients. In June, that worked correctly ! Only S_EVENT_BIRTH works correctly when changing slots in multiplayer mode It's a bug ! Edited September 6, 2016 by sunski34 Bug confirmed
sunski34 Posted September 5, 2016 Author Posted September 5, 2016 (edited) Bugs confirmed S_EVENT_PLAYER_LEAVE_UNIT or S_EVENT_PLAYER_ENTER_UNIT aren't fired for remote clients in multi. Juste fired in mono or when server client. S_EVENT_ENGINE_STARTUP is never fired (remote clients or hosted client) S_EVENT_BIRTH ok Other events not tested ! Same problem in last version of DCS alpha 2.0.3 Same problem with other module (test with P51D) Here the missions.test event NTTR.miztest event.miz Edited September 6, 2016 by sunski34
sunski34 Posted September 6, 2016 Author Posted September 6, 2016 Correction... for S_EVENT_ENGINE_STARTUP S_EVENT_ENGINE_STARTUP is fired only after a S_EVENT_BIRTH only for the hosted client....
sunski34 Posted September 6, 2016 Author Posted September 6, 2016 (edited) Testing protocole Run the mission in multiplayer mode. 1 - Wait for 2 clients (1 remote and 1 hosted) in cockpit and release pause. No message -> Ok 2 - The hosted client changes slot -> 3 events are fired (LEAVE, ENTER, BIRTH) and one more event ENGINE_START if the Aircraft is parking hot -> Ok 3 - The remote client changes slot -> only one event BIRTH is fired even if the Aircraft is parking hot -> BUG 4 - Try to start a cold Aircraft (remote or hosted client) : No ENGINE_START event is fired. -> BUG 5 - Retry with only one client connected before release pause, then the second client choose the Aircraft -> Only events of the second client are fired. -> Ok You can change the module, same problem for example with a P51D Explanation for cases 1 and 5 just for information : 1 and 4 cases illustrate the begin of the mission -> After release pause when run start, lua script starts 1 second after, that's why those cases are différents. In case 1, the 2 clients are already connected (spawned) when script starts, so no event is fired. In case 5, only the first is already connected when lua script starts. Edited September 6, 2016 by sunski34
sunski34 Posted May 25, 2017 Author Posted May 25, 2017 S_EVENT_ENGINE_STARTUP is never fired for remote clients Same problem for S_EVENT_ENGINE_STARTUP is never fired for remote clients in multiplayer. Not fixed yet in DCS 1.5.6.5199 Sunski
FlightControl Posted May 28, 2017 Posted May 28, 2017 I confirm this problem about S_EVENT_ENGINE_STARTUP [TABLE][sIGPIC][/sIGPIC]| Join MOOSE community on: DISCORD :thumbup: Website of the MOOSE LUA Framework. MOOSE framework Downloads. Check out Example Missions to try out and learn. MOOSE YouTube Channel for live demonstrations and tutorials. [/TABLE]
FlightControl Posted May 28, 2017 Posted May 28, 2017 I wrote a lua script using S_EVENT_PLAYER_LEAVE_UNIT or S_EVENT_PLAYER_ENTER_UNIT but in multiplayer mode now, just the hosted client works good. I can't have these events for remote clients. In June, that worked correctly ! Only S_EVENT_BIRTH works correctly when changing slots in multiplayer mode It's a bug ! When posting a problem, suggest you make one post per subject. Otherwise ED won't recognize it ... This is the post for the S_EVENT_PLAYER_ENTER_UNIT. https://forums.eagle.ru/showthread.php?t=186666 There is a video on it too ... [TABLE][sIGPIC][/sIGPIC]| Join MOOSE community on: DISCORD :thumbup: Website of the MOOSE LUA Framework. MOOSE framework Downloads. Check out Example Missions to try out and learn. MOOSE YouTube Channel for live demonstrations and tutorials. [/TABLE]
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