player: Difference between revisions
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Killzone Kid (talk | contribs) (see also) |
Killzone Kid (talk | contribs) (locality quirks on dedi) |
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| | | A person object controlled by user. In Intros and Outros this isn't set by default and must be assigned. | ||
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In | In MP [[player]] is different on each computer and on dedicated server it is [[objNull]]. When user is joining dedicated server, at the moment of [[onPlayerConnected]] the [[player]] object is remote to the joining client, as the [[player]] unit is created on the server, but once control of the unit is passed to the user moments later, the [[player]] objects becomes [[local]] to the client and stays local.|= Description | ||
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Revision as of 19:23, 28 August 2018
Description
- Description:
- A person object controlled by user. In Intros and Outros this isn't set by default and must be assigned.
In MP player is different on each computer and on dedicated server it is objNull. When user is joining dedicated server, at the moment of onPlayerConnected the player object is remote to the joining client, as the player unit is created on the server, but once control of the unit is passed to the user moments later, the player objects becomes local to the client and stays local. - Problems:
- In MP the command is not initialised in functions called by initline or init eventhandlers.
- Groups:
- Uncategorised
Syntax
- Syntax:
- player
- Return Value:
- Object
Examples
Additional Information
- See also:
- isPlayerplayableUnitsselectPlayer
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
Notes
- Posted on 20 Jul, 2010
- GalZohar
-
Before you use the player object (usually to avoid JIP issues) all you need is to run:
waitUntil {!isNull player}; Anything else you see in other scripts is equivalent and/or redundant. Of course JIP players may need more than just the player to point at the actual JIP player unit, but that's script/mission-specific. - Posted on 27 Jan, 2008
- Dr_Eyeball
-
(isNull player) is true for JIP players on their client during initialization.
After initialization, it will be set, making it valid again.
To cater for this, some people use code similar to the following in their spawned scripts: if (!isServer && (player != player)) then { waitUntil {player == player}; waitUntil {time > 10}; }; // 'player' will now be valid _action = player addAction ["heal", "heal.sqf", [], -1, false, false, ""];
See JIP/player topic for additional helpful information.
Bottom Section
- Posted on June 26, 2014 - 18:49 (UTC)
- Killzone Kid
-
player can actually be REMOTE object on player's PC: http://www.youtube.com/watch?v=m6IILtfa3cQ
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands OFP 1.99
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.46
- Scripting Commands ArmA
- Scripting Commands ArmA2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters