Closed TeaObvious closed 10 years ago
Hi Legodev,
Didnt know about the publicVariableClient, will use that! Thanks.
Cheers,
f3cuk
Just want to mention, that solution 2 would be the best, since it produces the least amount of messages send throu the network what improves the server performance. :)
Ah yes, i didnt quite understand what you meant by option 2, but think i got it. Will implement that one :)
The current solution for the new remote message has some problems that wasts a lot of resources, because you send a lot of publicVariables, which causes a lot of desyncs etc...
Two solutions: 1. { if((isPlayer _x) && (_x hasWeapon "ItemRadio")) then { customRemoteMessage = ["systemChat","[RADIO] " + _msgstart,_x]; publicVariable "customRemoteMessage"; }; } count playableUnits;
Change this code to use publicVariableClient: _clientID = owner _x; _clientID publicVariableClient "customRemoteMessage";
2. Guess the best solution would be to place the check: if(player hasWeapon "ItemRadio") then {
clientside to this place: if (_player == player) then {
best regards Legodev