getPlayerUID: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "<tt>([^= ]+)<\/tt>" to "{{hl|$1}}") |
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|x1= <code>[[private]] _uid = [[getPlayerUID]] [[player]];</code> | |x1= <code>[[private]] _uid = [[getPlayerUID]] [[player]];</code> | ||
|seealso= [[BIS_fnc_getUnitByUID]] | |seealso= [[BIS_fnc_getUnitByUID]] [[getPlayerUIDOld]], [[getClientState]], [[getClientStateNumber]] | ||
}} | }} |
Revision as of 15:56, 20 January 2022
Description
- Description:
- Return a UniqueID of the given unit (player).
- Problems:
- In some cases, the identity of certain player units might fail to propagate to other clients and the server, which causes isPlayer and getPlayerUID to incorrectly return false and "" respectively, where the affected units are not local - see this bug report (GitHub). Therefore, beware of false negatives.
- Groups:
- Multiplayer
Syntax
- Syntax:
- getPlayerUID unit
- Parameters:
- unit: Object
- Return Value:
- String - Can be "_SP_AI_" or "_SP_PLAYER_" in SP, "" or UID in MP
- The unique ID may be up to 100 characters long and may contain numbers, uppercase letters and underscores
- The value can be used to construct a valid variable name by appending to another valid variable name.
missionNamespace setVariable ["TAG_player" + _uid, _unit];
Examples
- Example 1:
private _uid = getPlayerUID player;
Additional Information
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