setOwner: Difference between revisions

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m (Text replacement - "{{Feature|Important|" to "{{Feature|important|")
 
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{{Command|= Comments
{{RV|type=command
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| arma2oa |= Game name
|game1= arma2oa
|version1= 1.62


|1.62|= Game version
|game2= tkoh
|version2= 1.00


|exec= server|=
|game3= arma3
____________________________________________________________________________________________
|version3= 0.50


| From server machine, change the ownership of an object to a given client. Returns [[true]] if locality was changed.<br>
|gr1= Multiplayer
Since Arma 3 v1.40, this command should not be used to transfer ownership of units with AI ([[agents]] are an exception to this rule).
Using command in an unintended way will display an on-screen warning and log a message to .rpt file.<br>
To transfer ownership of all AI units in a group properly, use [[setGroupOwner]] instead.


|= Description
|arg= global
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| object '''setOwner''' clientID |= Syntax
|serverExec= server


|p1= object: [[Object]] - |= PARAMETER1
|descr= From server machine, change the ownership of an object to a given client. Using command in an unintended way will log a message to .rpt file. To transfer ownership of all AI units in a group properly, use [[setGroupOwner]] instead.


|p2= clientID: [[Number]] - clientID of the new [[owner]] |= PARAMETER2
|pr= {{Feature|arma3|Since {{arma3}} v1.40, this command should not be used to transfer ownership of units with AI with the exception of [[agents]].}}
{{Feature|important|'''Prior to {{arma3}} v1.40''' it was not possible to transfer the ownership from a client back to the server.}}


| [[Boolean]] |= Return value
|s1= object [[setOwner]] clientID
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|x1= <code>_someObject [[setOwner]] 12;</code> |= Example 1


|x2= <code>_someObject [[setOwner]] ([[owner]] _playerObject);</code> |= Example 2
|p1= object: [[Object]] - object to transfer
____________________________________________________________________________________________


| [[owner]], [[setGroupOwner]], [[groupOwner]] |= See also
|p2= clientID: [[Number]] - the [[Multiplayer_Scripting#Machine_network_ID | machine network ID]] of the new [[owner]].


|r1= [[Boolean]] - returns [[true]] if ownership was successfully transferred, otherwise [[false]]
|x1= <sqf>_someObject setOwner 12;</sqf>
|x2= <sqf>_someObject setOwner (owner _playerObject);</sqf>
|seealso= [[owner]] [[setGroupOwner]] [[groupOwner]] [[didJIPOwner]]
}}
}}


<h3 style="display:none">Notes</h3>
<dl class="command_description">
<dl class="command_description">
<!-- Note Section BEGIN -->


<!-- Note Section END -->
<dt></dt>
</dl>
<dd class="notedate">Posted on 2017-08-22 - 18:56 (UTC)</dd>
<dt class="note">[[User:Demellion|Demellion]]</dt>
<dd class="note">
'''NOTE''': There are some interesting behaviour about the specific owner digits like '''0''' '''-2''' and '''2''':
# Any mission objects (generated from SQM) initially have '''0''' owner state, but it is not [[Multiplayer Scripting#Locality|local]] to ANYONE (0) like it is expected to be, but actually only to a SERVER (2). You can't make any object owner to be 0 once it was changed.
# Trying to change ownership to any negative digit will always result in attempt to transfer ownership to SERVER (2). Once it is unit (non-agent) it will fail and revert* to initial ownership.
# *Changing ownership of a unit (non-agent) actually gives a result for a brief time after this action is performed. What actually happens next - ownership is getting reverted with a message to RPT of a server. This can be seen by reading results of (owner _object) in really fast cycle.
</dd>


<h3 style="display:none">Bottom Section</h3>
<dt><dt>
 
<dd class="notedate">Posted on 2019-02-12 - 01:15 (UTC)</dd>
[[Category:ArmA 2 OA: New Scripting Commands List|{{uc:{{PAGENAME}}}}]]
<dt class="note">[[User:jonpas|jonpas]]</dt>
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]
[[Category:Command_Group:_Multiplayer|{{uc:{{PAGENAME}}}}]]
 
<!-- CONTINUE Notes -->
<dl class="command_description">
<dd class="notedate">Posted on January 7, 2015 - 18:28 (UTC)</dd>
<dt class="note">[[User:Killzone Kid|Killzone Kid]]</dt>
<dd class="note">
<dd class="note">
The ownership can only be given from server to client. For some reason the server cannot return ownership back with this command. This is fixed in Arma 3 1.40
Prints RPT warning "setGroupOwner should be used" as soon as there is one unit inside the vehicle, but performs the action successfully.
</dd>
</dd>
</dl>
</dl>
<!-- DISCONTINUE Notes -->

Latest revision as of 00:23, 2 February 2024

Hover & click on the images for description

Description

Description:
From server machine, change the ownership of an object to a given client. Using command in an unintended way will log a message to .rpt file. To transfer ownership of all AI units in a group properly, use setGroupOwner instead.
Problems:
Arma 3
Since Arma 3 v1.40, this command should not be used to transfer ownership of units with AI with the exception of agents.
Prior to Arma 3 v1.40 it was not possible to transfer the ownership from a client back to the server.
Groups:
Multiplayer

Syntax

Syntax:
object setOwner clientID
Parameters:
object: Object - object to transfer
clientID: Number - the machine network ID of the new owner.
Return Value:
Boolean - returns true if ownership was successfully transferred, otherwise false

Examples

Example 1:
_someObject setOwner 12;
Example 2:
_someObject setOwner (owner _playerObject);

Additional Information

See also:
owner setGroupOwner groupOwner didJIPOwner

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 2017-08-22 - 18:56 (UTC)
Demellion
NOTE: There are some interesting behaviour about the specific owner digits like 0 -2 and 2:
  1. Any mission objects (generated from SQM) initially have 0 owner state, but it is not local to ANYONE (0) like it is expected to be, but actually only to a SERVER (2). You can't make any object owner to be 0 once it was changed.
  2. Trying to change ownership to any negative digit will always result in attempt to transfer ownership to SERVER (2). Once it is unit (non-agent) it will fail and revert* to initial ownership.
  3. *Changing ownership of a unit (non-agent) actually gives a result for a brief time after this action is performed. What actually happens next - ownership is getting reverted with a message to RPT of a server. This can be seen by reading results of (owner _object) in really fast cycle.
Posted on 2019-02-12 - 01:15 (UTC)
jonpas
Prints RPT warning "setGroupOwner should be used" as soon as there is one unit inside the vehicle, but performs the action successfully.