setOwner: Difference between revisions
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{{Command | {{Command | ||
| arma2oa | | arma2oa | ||
|1.62 | |1.62 | ||
|gr1 = Multiplayer | |gr1 = Multiplayer | ||
Line 16: | Line 16: | ||
To transfer ownership of all AI units in a group properly, use [[setGroupOwner]] instead. | To transfer ownership of all AI units in a group properly, use [[setGroupOwner]] instead. | ||
| | | object '''setOwner''' clientID | ||
| | |p1= object: [[Object]] - | ||
| [[Boolean]] | |p2= clientID: [[Number]] - the [[Multiplayer_Scripting#Machine_network_ID | machine network ID]] of the new [[owner]]. | ||
| [[Boolean]] | |||
|x1= <code>_someObject [[setOwner]] 12;</code> | |x1= <code>_someObject [[setOwner]] 12;</code> | ||
|x2= <code>_someObject [[setOwner]] ([[owner]] _playerObject);</code> | |x2= <code>_someObject [[setOwner]] ([[owner]] _playerObject);</code> | ||
| [[owner]], [[setGroupOwner]], [[groupOwner]], [[didJIPOwner]] | | [[owner]], [[setGroupOwner]], [[groupOwner]], [[didJIPOwner]] | ||
}} | }} |
Revision as of 11:10, 18 January 2021
Description
- Description:
- From server machine, change the ownership of an object to a given client. Returns true if locality was changed.
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 log a message to .rpt file.
To transfer ownership of all AI units in a group properly, use setGroupOwner instead. - Groups:
- Multiplayer
Syntax
- Syntax:
- object setOwner clientID
- Parameters:
- object: Object -
- clientID: Number - the machine network ID of the new owner.
- Return Value:
- Boolean
Examples
Additional Information
- See also:
- ownersetGroupOwnergroupOwnerdidJIPOwner
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 January 7, 2015 - 18:28 (UTC)
- Killzone Kid
- 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
- Posted on August 22, 2017 - 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 February 12, 2019 - 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.
Categories:
- Scripting Commands
- Introduced with Arma 2: Operation Arrowhead version 1.62
- Arma 2: Operation Arrowhead: New Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Command Group: Multiplayer
- Scripting Commands: Server Execution
- Arma 2: Operation Arrowhead: New Scripting Commands List
- Arma 2: Scripting Commands
- Arma 3: Scripting Commands
- Take On Helicopters: Scripting Commands