setGroupOwner: Difference between revisions
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|s1= group [[setGroupOwner]] clientID | |s1= group [[setGroupOwner]] clientID | ||
|p1= group: [[Group]] | |p1= group: [[Group]] | ||
|p2= clientID: [[Number]] - the [[Multiplayer_Scripting#Machine_network_ID | machine network ID]] of the new [[owner]]. | |p2= clientID: [[Number]] - the [[Multiplayer_Scripting#Machine_network_ID | machine network ID]] of the new [[owner]]. | ||
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<dt></dt> | <dt></dt> | ||
<dd class="notedate">Posted on | <dd class="notedate">Posted on 2015-07-30 - 12:49 (UTC)</dd> | ||
<dt class="note">[[User: | <dt class="note">[[User:Nelis75733126|Nelis75733126]]</dt> | ||
<dd class="note"> | <dd class="note"> | ||
In | In Arma 3 1.48, setGroupOwner only works if the group has units in it. | ||
</dd> | </dd> | ||
Latest revision as of 15:38, 29 June 2024
Description
- Description:
- Changes the ownership of a group (and all its units) to a given client. The group leader must not be a player. This command only works when called from the server. Returns true if locality was changed. For agents use setOwner command.
- Groups:
- Multiplayer
Syntax
- Syntax:
- group setGroupOwner clientID
- Parameters:
- group: Group
- clientID: Number - the machine network ID of the new owner.
- Return Value:
- Boolean
Examples
- Example 1:
Additional Information
- See also:
- owner setOwner groupOwner
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 2015-07-30 - 12:49 (UTC)
- Nelis75733126
- In Arma 3 1.48, setGroupOwner only works if the group has units in it.
- Posted on 2020-04-28 - 22:58 (UTC)
- TMZulu
-
The setGroupOwner command will dismount the unit leader of a vehicle if the vehicle is stationary, likely due to the dummy waypoint used in the transfer.
Locking the vehicle during transfer can counter this behavior. - Posted on 2020-04-30 - 21:15 (UTC)
- TMZulu
- Using setGroupOwner may cause AI to have their loadout removed. This typically occurs when transferring multiple groups in sequence without delay. This occurs on seemingly random AI in groups. The simple but finicky solution to this is to add a sufficient delay between the transfer of groups. Alternatively, one could have the units' loadouts saved and then reloaded if the unit is shown as naked. Both of these methods may be combined as well.
- Posted on 2020-04-30 - 21:58 (UTC)
- TMZulu
- Locality dependent commands such as forceSpeed will no longer work after transfer and must be reapplied on the owning client.