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An explosive created via script has different score behaviour depending of it runs on a server or client.
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Using a SQF script to create an explosion:
_Strike = "M_RPG32_AA_F" createVehicle Strike_Pos;

The game gives the point to the local machine only when the local machine is the server. This does not happen when exactly same code is used in a client machine.

Why it links the killer with the server but it does not link the killer with the client?


Legacy ID
No Bug
Steps To Reproduce
  1. Use a script to create the explosion:

_Strike = "M_RPG32_AA_F" createVehicle Strike_Pos;

  1. Run it on server an client.
  1. Behaviour is different. Server will receive a point by killing a unit and client doing the same will not get any point.
Additional Information

I created a 100% working kill strike system but I have this little issue with the code. I can get around it... but it does not seem a normal behaviour for this engine... or setup like this is not very useful.

Event Timeline

Murcielago edited Additional Information. (Show Details)
Murcielago set Category to Engine.
Murcielago set Reproducibility to Always.
Murcielago set Severity to None.
Murcielago set Resolution to No Bug.
Murcielago set Legacy ID to 916995226.May 7 2016, 2:01 PM
Murcielago added a subscriber: Murcielago.

I'm sorry!

It was my fault.

Dear moderator, please close this record, I found the issue (I missed a line where I add a point to the player)