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Another scripting issue in MP vs Single Player


robgraham

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There is an issue with EVENTS handling for Mark Points in Multiplayer vs Single Player which can break functionality if your relying on the scripting to you know.. work as documented.

 

in single player when you place, interact or delete a markpoint you get a standard event structure back that includes the following data

 

{[coalition]=2,[idx]=251658260,[time]=46802,[initiator]={[id_]=16826112,},[id]=25,[text]=,[groupID]=-1,[pos]={[y]=93.531725001358,[x]=-115491.59761345,[z]=-70963.214937865,},},}

 

an important part of that is this line

 

[initiator]={[id_]=16826112

 

as it is the unique Object ID of the event initaitor through which you can then find whom actually triggered the event.

 

However when you run the EXACT same code on a server and interact with it as a CLIENT you get this event data triggering on the server instead:

 

[coalition]=2,[idx]=251658241,[time]=46817,[id]=27,[text]=,[groupID]=-1,[pos]={[y]=61.399505979523,[x]=-122076.6142754,[z]=-81265.513559098,},},}

 

 

The Server is the only one whom seems to send a Mark Point Event initatior and this is means when a client does so a very important box of data suddenly missing, said EVENT Initaitor, meaning that you can't find WHOM triggered the event despite the fact that the server has to know it's just not seeming to be passing the information as it does when it is locally triggered or in single player it also HAS to know this as it adds the mark point creator to the mark point's name.

 

Could we please get this bug filed and looked at It's annoying as hell when functionality that works in Single Player scripting suddenly doesn't work at all in Multiplayer because things like this are not being passed.

i7 13700k, 64gb DDR5, Warthog HOTAS, HP Reverb G2 VR, win 11, RTX 3070

TGW Dedicated Server Admin, Australian PVE/PVP gameplay. (taskgroupwarrior.info/2020)

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