remoteExecutedOwner: Difference between revisions

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| Returns the [[Multiplayer_Scripting#Machine_network_ID | machine network ID]] of the client that initiated [[Remote Execution]]. If used in SP or outside of remote executed context, the command returns 0.
| Returns the [[Multiplayer_Scripting#Machine_network_ID | machine network ID]] of the client that initiated [[Remote Execution]]. If used in SP or outside of remote executed context, the command returns 0.
{{Informative | To check if the context is remote executed, use [[isRemoteExecuted]] or [[isRemoteExecutedJIP]].}}
{{Feature | Informative | To check if the context is remote executed, use [[isRemoteExecuted]] or [[isRemoteExecutedJIP]].}}


| [[remoteExecutedOwner]]
| [[remoteExecutedOwner]]

Revision as of 00:11, 7 February 2021

Hover & click on the images for description

Description

Description:
Description needed
Groups:
Multiplayer

Syntax

Syntax:
Syntax needed
Return Value:
Return value needed

Examples

Example 1:
_callerRE = remoteExecutedOwner;
Example 2:
Send request to the server and get immediate response: { // in this scope, the remoteExecutedOwner equals clientOwner of the sender // so using it as target in remoteExec will send response right back at him [ time, // mission time value on the server { hint format [ "Request recieved!\nMission time value on the server is: %1", _this ]; } ] remoteExec ["call", remoteExecutedOwner]; // server response to the sender } remoteExec ["call", 2]; // send request to server

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
Posted on September 11, 2017 - 09:31 (UTC)
Demellion
NOTE: Always be sure to check if the remoteExecutedOwner is not equal to 0 when sending a remoteExec/remoteExecCall packet back, as this will result in sending packet to ANYONE (0): if (remoteExecutedOwner isEqualTo 0) exitWith {}; // invalid RE owner _gearArray remoteExecCall ['someGearFunction', remoteExecutedOwner]; Will prevent from code being accidentally sent to everyone on the server.