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cuel

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About cuel

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  1. It's a better version of BIS_fnc_param, and yes it declares them. There's no reason to use _this select anymore
  2. You could introduce some bugs doing by removing all EHs (e.g mods). I'd suggest just checking if the unit is alive before doing anything.
  3. initPlayerLocal assures that the player object exists so he most certainly is spawned. Either do waitUntil {time > 0}; // mission has started Or set a publicVariable on the server and wait for that on the clients
  4. No, everyone runs init fields. Including JIP @OP I suggest you upload your server .rpt to pastebin and share it here
  5. https://community.bistudio.com/wiki/Code_Optimisation#Threads SQF has scheduled and non-scheduled environments. Non-scheduled can not "suspend", e.g use waitUntil, sleep, uiSleep.
  6. Destroy the towns when needed (player approaches). Don't destroy them all at once
  7. I don't get the second code snippet at all. You set index to 1 and then the if will always be true and you only do setCtrlText on 66311. Besides the 1st snippet just clears the text while the 2nd snippet sets the control text to a .paa so yeah I'd expect it to be slower
  8. https://community.bistudio.com/wiki/allowDamage Note the "AL" icon, The thing you're executing it on has to be local, in your example you're using player, which is the current "player" object on each client. Player object is always local (for each client, on a dedicated it does not exist - objNull). Note the "EG" icon, that means that it's broadcasted, so no, you would not have to execute it on every machine. You should post the script and how it's called
  9. "local player" is true on every client, you only want the client that gets the loadout to run the script params ["_unit", "_loadout"]; if (!hasInterface) exitWith {}; waitUntil {!isNull player}; if (!local _unit) exitWith {};
  10. NetStats=0; in your server difficulty https://community.bistudio.com/wiki/server.armaprofile
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