Locality in Multiplayer: Difference between revisions

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A unit can change locality during its lifetime. Typical cases are a player dying (his squad AI units are passed to server), use of a [http://community.bistudio.com/wiki/join join] command, or units or players entering or exiting vehicles.
A unit can change locality during its lifetime. Typical cases are a player dying (his squad AI units are passed to server), use of a [http://community.bistudio.com/wiki/join join] command, or units or players entering or exiting vehicles.
[[Category: Scripting_Topics ]]

Revision as of 16:32, 21 July 2006

Locality in Multiplayer

Entities in OFP are handled, in multiplayer, by one computer alone, which sends updates about this entity to other computers connected to the MP game. A unit is said "local" when it is handled by the local computer.

To know if a unit is local, use the local script command.

The basic rules to determine locality are as follows:

- Player's character is of course local to player's PC

- AI units in a group whose leader is player are local to player's PC.

- AI units in a vehicle under player's command are local to player's PC.

- All other AI units are local to server (may be player's PC, of course).


Knowing locality of a unit is very important as certain command only affect local units (see moveInDriver for example). Other commands have only local effect, nothing will be done outside of computer where the command was issued (see setFog for example).

A unit can change locality during its lifetime. Typical cases are a player dying (his squad AI units are passed to server), use of a join command, or units or players entering or exiting vehicles.