local: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
(local renamed to private)
mNo edit summary
Line 14: Line 14:


<br><br>'''Note1:''' Map created objects (those placed in [[Terrain_Editing|Visitor]]) are local everywhere.
<br><br>'''Note1:''' Map created objects (those placed in [[Terrain_Editing|Visitor]]) are local everywhere.
<br>'''Note2:''' Since Arma 3 v.1.53.132932 keyword [[local]] has been renamed to [[private]] for consistency and to avoid any confusion. |= Description
<br>'''Note2:''' Since Arma 3 v1.53.132932 keyword [[local]] has been renamed to [[private]] for consistency and to avoid any confusion. |= Description
____________________________________________________________________________________________
____________________________________________________________________________________________



Revision as of 21:38, 15 October 2015

Hover & click on the images for description

Description

Description:
Check if given unit is local on the computer in Multiplayer games (see Locality in Multiplayer for general concepts).
This can be used when some activation fields or scripts need to be performed only on one computer. In Single player all objects are local.

Note1: Map created objects (those placed in Visitor) are local everywhere.
Note2: Since Arma 3 v1.53.132932 keyword local has been renamed to private for consistency and to avoid any confusion.
Problems:
In MP remote objects are not initialised in functions called by initline or init eventhandlers.
Groups:
Uncategorised

Syntax

Syntax:
local object
Parameters:
object: Object or Group (since Arma 3 v1.31.127204)
Return Value:
Boolean

Examples

Example 1:
SQS:?!local _unitName : hint "remote"
Example 2:
SQF:if (!local _unitName) then { hint "remote"; };
Example 3:
_isLocalGroup = local group _unit;

Additional Information

See also:
Local Event HandlerownersetOwner

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 August 4, 2006 - 10:56
hardrock
Notes from before the conversion: In multiplayer, a game logic will always be local to the host computer. This works on both dedicated and player-hosted servers.

Bottom Section