setOwner: Difference between revisions

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m (Text replacement - "local" to "local")
m (Fix notes)
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|descr= From server machine, change the ownership of an object to a given client. 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.
|descr= From server machine, change the ownership of an object to a given client. 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.


|pr= {{Feature|arma3|Since Arma 3 v1.40, this command should not be used to transfer ownership of units with AI with the exception of [[agents]].}}
|pr= {{Feature|arma3|Since {{arma3}} v1.40, this command should not be used to transfer ownership of units with AI with the exception of [[agents]].}}
{{Feature|Important|'''Prior to Arma 3 v1.40''' it was not possible to transfer the ownership from a client back to the server.}}
{{Feature|Important|'''Prior to {{arma3}} v1.40''' it was not possible to transfer the ownership from a client back to the server.}}


|s1= object [[setOwner]] clientID
|s1= object [[setOwner]] clientID
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}}
}}


<dl class="command_description">


<dt></dt>
<dt></dt>
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<dt class="note">[[User:Demellion|Demellion]]</dt>
<dt class="note">[[User:Demellion|Demellion]]</dt>
<dd class="note">
<dd class="note">
'''NOTE''': There are some interesting behaviour about the specific owner digits like '''0''' '''-2''' and '''2''': <br>
'''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 [[Multiplayer Scripting#Locality|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. <br>
# Any mission objects (generated from SQM) initially have '''0''' owner state, but it is not [[Multiplayer Scripting#Locality|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.<br>
# 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.  
# *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.
</dd>
</dd>



Revision as of 17:15, 21 June 2021

Hover & click on the images for description

Description

Description:
From server machine, change the ownership of an object to a given client. 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.
Problems:
Arma 3
Since Arma 3 v1.40, this command should not be used to transfer ownership of units with AI with the exception of agents.
Prior to Arma 3 v1.40 it was not possible to transfer the ownership from a client back to the server.
Groups:
Multiplayer

Syntax

Syntax:
object setOwner clientID
Parameters:
object: Object - Object to transfer
clientID: Number - The machine network ID of the new owner.
Return Value:
Boolean - Returns true if ownership was successfully transferred, otherwise false

Examples

Example 1:
_someObject setOwner 12;
Example 2:
_someObject setOwner (owner _playerObject);

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 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.