refactored init function to work on multiplayer, still facing some problems when trying to send many users/units, will have to deal with it

This commit is contained in:
Valmo Trindade
2024-08-27 04:38:25 -03:00
parent db32eb84cf
commit b7a54b463c

View File

@@ -3,6 +3,7 @@ params [
["_units", [], [[]]], ["_units", [], [[]]],
["_activated", true, [true]] ["_activated", true, [true]]
]; ];
if (isServer && _activated) exitWith { if (isServer && _activated) exitWith {
private _warning = format ["<t color='#FF8021'>ARMATAK</t><br/> %1", "Connecting..."]; private _warning = format ["<t color='#FF8021'>ARMATAK</t><br/> %1", "Connecting..."];
[[_warning, 1.5]] call CBA_fnc_notify; [[_warning, 1.5]] call CBA_fnc_notify;
@@ -22,16 +23,19 @@ if (isServer && _activated) exitWith {
_atak_server_instance_token = call armatak_fnc_extract_auth_token; _atak_server_instance_token = call armatak_fnc_extract_auth_token;
if (isMultiplayer) then { if (isMultiplayer) then {
{ [{
[{ [{
[_x] call armatak_fnc_postMarker; {
[_x] call armatak_fnc_postDroneMarker; private _unit = _x;
_unit call armatak_fnc_postMarker;
_unit call armatak_fnc_postDroneMarker;
} forEach playableUnits;
}, 1, []] call CBA_fnc_addPerFrameHandler; }, 1, []] call CBA_fnc_addPerFrameHandler;
} forEach playableUnits; }, [], 1] call CBA_fnc_waitAndExecute;
} else { } else {
[{ [{
[player] call armatak_fnc_postMarker; player call armatak_fnc_postMarker;
[player] call armatak_fnc_postDroneMarker; player call armatak_fnc_postDroneMarker;
}, 1, []] call CBA_fnc_addPerFrameHandler; }, 1, []] call CBA_fnc_addPerFrameHandler;
}; };