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Detect multiplayer connected or not?


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Hi!

Is there any way, via FSUIPC for FS9, to detect wherever a client has connected to a multiplayer session or not?

I'm making a LUA-script to connect to the Squawkbox multiplayer session, since SB is running on a separate computer and I don't want to use the keyboard on the FS-computer. Then I want to know if the LUA script has succeeded with connecting to the session or not.

Thanks!

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Is there any way, via FSUIPC for FS9, to detect wherever a client has connected to a multiplayer session or not?

No. FSUIPC (and I) are both totally ignorant of all multiplayer facets of FS. Sorry. It's an area I never managed to get into.

I'm making a LUA-script to connect to the Squawkbox multiplayer session, since SB is running on a separate computer and I don't want to use the keyboard on the FS-computer. Then I want to know if the LUA script has succeeded with connecting to the session or not.

Can't you check the Squawkbox offsets in FSUIPC? Seems like something it would indicate.

Regards

Pete

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No. FSUIPC (and I) are both totally ignorant of all multiplayer facets of FS. Sorry. It's an area I never managed to get into.

Can't you check the Squawkbox offsets in FSUIPC? Seems like something it would indicate.

I see.

I'm checking the SB offsets, but they only tell me if squawkbox is running and if it's connected to VATSIM, not if FS is connected to a multiplayer session. If I run SB on the same computer as FS9, the multiplayer session automaticlly connects, but not when run through WideFS.

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I'm checking the SB offsets, but they only tell me if squawkbox is running and if it's connected to VATSIM, not if FS is connected to a multiplayer session. If I run SB on the same computer as FS9, the multiplayer session automaticlly connects, but not when run through WideFS.

Sorry, then. I don't know how you could tell.

If you learn of a method of doing it which I could implement without too much trouble, let me know.

Regards

Pete

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