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hypnotic_geese

Deleting particle effects in multiplayer

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I did a search for this, but couldn't find anything to help me sanity check the script.

 

I have a script that deals with particle effects for a multiplayer mission, which each player runs with !isDedicated. The sources use createVehicleLocal, but when they are deleted there's only the option to use deleteVehicle, which is AG EG (Arguments Global, Effects Global). Does that mean that when client 1 deletes _particle1 it also gets deleted on client 2's machine, even though _particle1 was created with createVehicleLocal?, or is client 2 protected from client 1's delete commands? I have tested it by running a dedicated client + 2 player clients on one machine - and it seems to work fine (same hardware and no network, so possibly an unfair test) - but I'm still unsure of the behaviour of the deleteVehicle command in this instance.

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