Locality in Multiplayer – Talk

From Bohemia Interactive Community
Jump to navigation Jump to search
No edit summary
No edit summary
Line 16: Line 16:


:: see Whisper's comment above ;) --[[User:T D|T_D]] 14:06, 24 July 2006 (CEST)
:: see Whisper's comment above ;) --[[User:T D|T_D]] 14:06, 24 July 2006 (CEST)
:::A table or simply a list of exceptions? Adding comment in a table is not easy, and often, cases are rather dodgy. moveInXXX need their unit argument to be local, setFog has its ''effects'' local, specific eventHandlers (hit, killed) are only triggered where unit is local, etc... this needs explanations. Is it feasible in table? [[User:Whisper|Whisper]] 14:26, 24 July 2006 (CEST)

Revision as of 14:26, 24 July 2006

Should we add here a list of commands and there locality or should we do that in the list of all scripting commands? --T_D 19:33, 21 July 2006 (CEST)

I would say both. It's good to have a placeholder with all the commands with specific locality behaviour, isn't it? Whisper 23:46, 21 July 2006 (CEST)

I have removed following rule

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

The rule is simply not true. AI units are always local where their leader is local. (This is necessary for them to communicate properly)

--Suma 19:56, 21 July 2006 (CEST)


Could someone create a table for global and local commands? I dont know how to do it. --T_D 00:39, 22 July 2006 (CEST)

I wouldn't list it in a table, but rather create a template and write the locality into the entry of each command itself. --hardrock 13:38, 24 July 2006 (CEST)
see Whisper's comment above ;) --T_D 14:06, 24 July 2006 (CEST)
A table or simply a list of exceptions? Adding comment in a table is not easy, and often, cases are rather dodgy. moveInXXX need their unit argument to be local, setFog has its effects local, specific eventHandlers (hit, killed) are only triggered where unit is local, etc... this needs explanations. Is it feasible in table? Whisper 14:26, 24 July 2006 (CEST)