local: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
No edit summary
m (moved notes, possible candidate for locality link.)
Line 28: Line 28:
<!-- Note Section BEGIN -->
<!-- Note Section BEGIN -->


In multiplayer, a game logic will always be local to the host computer. This works on both dedicated and player-hosted servers.
<!-- Note Section END -->
<!-- Note Section END -->
</dl>
</dl>


<h3 style="display:none">Bottom Section</h3>
<h3 style="display:none">Bottom Section</h3>
Old Notes (temporary):


In multiplayer, a game logic will always be local to the host computer. This works on both dedicated and player-hosted servers.
[[Category:Scripting Commands|LOCAL]]
[[Category:Scripting Commands|LOCAL]]
[[Category:Scripting Commands OFP 1.96|LOCAL]]
[[Category:Scripting Commands OFP 1.96|LOCAL]]
[[Category:Scripting Commands OFP 1.46|LOCAL]]
[[Category:Scripting Commands OFP 1.46|LOCAL]]
[[Category:Scripting Commands ArmA|LOCAL]]
[[Category:Scripting Commands ArmA|LOCAL]]

Revision as of 16:23, 2 August 2006

Hover & click on the images for description

Description

Description:
MP: Check if given unit is local on the computer. (See Locality in Multiplayer for general concepts.) This can be used when some activation fields or scripts need to be performed only on one computer. In SP all objects are local. Note: All static objects are local everywhere.
Groups:
Uncategorised

Syntax

Syntax:
local
Parameters:
obj: Object
Return Value:
Boolean

Examples

Example 1:
local unitName

Additional Information

See also:
See also needed

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note

Notes

In multiplayer, a game logic will always be local to the host computer. This works on both dedicated and player-hosted servers.

Bottom Section