remoteExecutedOwner: Difference between revisions
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(Added link to https://community.bistudio.com/wiki/Multiplayer_Scripting#Machine_network_ID) |
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|eff= |Multiplayer Effects= | |eff= |Multiplayer Effects= | ||
|serverExec= |Exec= | |serverExec= |Exec= | ||
|gr1 = Multiplayer |GROUP1= | |||
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[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]] | [[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]] | ||
[[Category:Arma 3: Remote Execution]] | [[Category:Arma 3: Remote Execution]] | ||
<!-- CONTINUE Notes --> | <!-- CONTINUE Notes --> |
Revision as of 13:21, 18 September 2020
Description
- Description:
- Returns the machine network ID of the client that initiated Remote Execution. If used in SP or outside of remote executed context, the command returns 0.
- Groups:
- Multiplayer
Syntax
- Syntax:
- remoteExecutedOwner
- Return Value:
- Number
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:
- isRemoteExecutedisRemoteExecutedJIPremoteExecremoteExecCallcanSuspendpublicVariableClientadminownerclientOwnergroupOwnerdidJIPOwner
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
Bottom Section
- 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.