Introduced with Arma 3 version 1.50



Arma 3


Asks server to execute given scripted function or script command. The environment chosen for the execution is as follows:

  • Scripted function - scheduled environment (suspension is allowed, i.e. spawn, execVM).
  • Script command - unscheduled environment (suspension is NOT allowed).

remoteExec can also be used in SP (the same restrictions apply both to SP and MP). For more information about the usage, security features and advanced jip techniques check the remote execution dedicated section.


params remoteExec [functionName, targets, JIP];
params: Anything
Example for scripted function: // <params> spawn fnc_someScriptedFunction; <params> remoteExec ["fnc_someScriptedFunction", targets, JIP]; Example for script command: // someScriptCommand <params>; <params> remoteExec ["someScriptCommand", targets, JIP]; // <params1> someScriptCommand <params2>; [<params1>, <params2>] remoteExec ["someScriptCommand", targets, JIP];

[functionName, targets, JIP]: Array

functionName: String - function or command name.
While any function can be used, only commands and functions defined in CfgRemoteExec will be executed.

targets (Optional): [default: 0 = everyone]

Number - the function will be executed only on client with the given owner ID. When 0, the function will be executed on each client including the one where remoteExec was called from. When 2, it will be executed only by server. When negative, it will be executed everywhere except for machines with the given client ID. Use -2 to target everyone except the server.
Object - function will be executed only where unit is local
Side - the function will be executed only on clients where the player is on the specified side
Group - the function will be executed only on clients where the player is in the specified group. In order to execute the function where group is local pass owner of the group as param:
_myGroup remoteExec ["deleteGroup", groupOwner _myGroup];
Array - array of any of types listed above

JIP (Optional): String or Boolean - If true, function generates a unique ID for the message and the message itself is added to the JIP queue and executed for every JIP. If a non-empty string is given, it is treated a custom ID of the message and the message itself is added to the JIP queue overriding any remoteExecCall message with the same ID. Otherwise, no ID is generated and no message is placed into the JIP queue. [default: false] (see also Example 7 on how to remove previously set function from JIP queue)

Note: JIP mostly makes sense for messages doing changes local to client (not directly synchronized over the network). Otherwise, after remoteExec is executed, depending on the contents of the global JIP queue there is a chance a new message could be added to it, unnecessary increasing the number of messages sent to any newly connected client. E.g. calling "..remoteExec ["setFuel"..]" is fine, however, calling "..remoteExec ["publicVariable",..]" is not.
Anything - Nil in case of error. String otherwise. If JIP is not requested this is an empty string, if JIP is requested, it is the JIP ID. See the topic Function for more information.


// runs hint "hello" on each connected client "hello" remoteExec ["hint"];

// runs hint "hello" on first connected client "hello" remoteExec ["hint", 3];

// runs hint "hello" everywhere but server "hello" remoteExec ["hint", -2];

// runs hint "hello" everywhere but server, JIPs the message // and returns e.g. "3_1" as a unique JIP id myJipID = "hello" remoteExec ["hint", -2, true];

// runs hint "hello" everywhere but server, JIPs the message under ID "some_JIP_ID" // replacing any previous message with this ID in the JIP queue. "hello" remoteExec ["hint", -2, "some_JIP_ID"];

// runs "someFuncWithNoArgs" on each connected client remoteExec ["someFuncWithNoArgs"];

// removes a message identified by "IamUnique" from the JIP queue remoteExec ["", "IamUnique"];

// all clients will have their ammo set to 1 for their current weapon {player setAmmo [primaryWeapon player, 1];} remoteExec ["bis_fnc_call", 0];

// Object obj will have its ammo set to 1 where it is local [obj,[primaryWeapon obj, 1]] remoteExec ["setAmmo", obj];

myJipID = "hello" remoteExec ["", 0]; if (isNil "myJipID") then { hint "empty function name is not allowed"; };



remoteExecCall BIS_fnc_MP Remote Execution


此处撰写句法皆为可行用法. 可到官网[1]专页回报错误. 你可以使用讨论页面或是论坛来进行讨论.
新增注意事项 | 如何新增?

Posted on June 30, 2015 - 12:52 (UTC)
While it is true that this function executes the desired scripted command/function by calling it, it does not mean remoteExecCall itself will be executed right away. Therefore, calling remoteExecCall is by no means a replacement for calling scripted commands/functions directly.
remoteExecCall ["func1"]; call func2; // func2 can be executed sooner than func1
call func1; call func2; // func2 will always execute after func1.

Posted on December 29, 2015 - 20:28 (UTC)
remoteExec and remoteExecCall are currently filtered by BattlEye's remoteexec.txt, the string passed to BattlEye is formatted the same way as the following example's output: format ["%1 %2", functionName, str params]

Posted on January 15, 2016 - 15:51 (UTC)
Executing commands/functions via remoteExec is more faster than using BIS_fnc_MP. Tested with BIS_fnc_codePerformance in ArmA 3 1.52. ['"string" remoteExec ["hint",player];',[],100] call BIS_fnc_codePerformance; //Result ~0.1ms ['["string","hint",player] call BIS_fnc_MP;',[],100] call BIS_fnc_codePerformance; //Result ~0.6ms

Posted on March 24, 2016 - 14:09 (UTC)
The INCORRECT way to call reveal command on a certain object for every player: [player, _desired_object] remoteExec ["reveal", 0]; In this case player object will be the object obtained on the computer where remoteExec is initiated. If it is dedicated server, player will be objNull, if it is client, player would be player object on this client. In any case this will not reveal _desired_object for all connected players.

The CORRECT way: [_desired_object, {player reveal _this}] remoteExec ["call", 0]; The _desired_object will be identical on every client, this is what we want, but player will refer to individual player on each client, so _desired_object will be revealed to all connected players.