Lou Montana/Sandbox – User

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* Short variable names should be used for network performance
* Short variable names should be used for network performance
* These commands shouldn't be used intensely for the same reason
* These commands shouldn't be used intensely for the same reason
{|
{|class="bikitable"
!Command
!Command
!Effect
!Effect
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* If the variable is not yet declared on their machine, it will declare it as well.
* If the variable is not yet declared on their machine, it will declare it as well.
* If the variable already exists, '''the value is overridden''' by the server's value.
* If the variable already exists, '''the value is overridden''' by the server's value.
 
* A [[Join In Progress|JIP]] player will synchronise public variables '''before''' executing '''init.sqf'''. See [[Initialization Order]] for more information.


== Network commands ==
== Network commands ==

Revision as of 02:06, 27 January 2019

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The basics

  • In Multiplayer, players are connected to a server that distributes information among them.
  • The server can be either a dedicated machine, or hosted by a player; in the latter it means the server can have a player unit.
  • Players can join a game after it started: they are considered "JIP" and scripting should be adapted to them.
In Singleplayer, the game acts as a player-hosted server (isServer returns true).
Some commands will not work in Singleplayer, such as netId!


Locality

  • LOCAL is an attribute for the machine where the command/script/function is executed.
  • REMOTE is an attribute for all the other machines. All clients are remote to a server, for example.
  • commands arguments and effects can be either local or global:
    • a local argument means an argument that is processed on the machine where the command is executed
    • a global argument means any unit, even a remote one
    • a local effect means that the effect will only happen on the machine where the command is executed
    • a global effect means that all the computers will receive it

See Locality in Multiplayer for more information.

Different machines

Machine Conditions
Dedicated Server isDedicated
Player Server hasInterface && isServer
Client hasInterface && not isServer
JIP Client didJIP
Headless Client not hasInterface && not isDedicated
  • If you want to know if the current machine is a server (Dedicated Server or Player Server), use isServer.
  • If you want to know if the current machine has a player (Player Server included), use hasInterface.

PublicVariable commands

PublicVariable commands allow to send global variables to specified machines.

  • Network reception is guaranteed
  • Short variable names should be used for network performance
  • These commands shouldn't be used intensely for the same reason
Command Effect
publicVariable Set/update a variable value from the local machine to all the other machines (including server)
publicVariableServer Set/update a variable value from a client to the server
publicVariableClient Set/update a variable value from the local machine (not necessarily the server) to a specific client

How it works

The server has the variable ABC_Score to send to everyone, it then uses publicVariable "ABC_Score" (do not forget the quotes!)
This sends the variable name and value to the clients.

  • If the variable is not yet declared on their machine, it will declare it as well.
  • If the variable already exists, the value is overridden by the server's value.
  • A JIP player will synchronise public variables before executing init.sqf. See Initialization Order for more information.

Network commands


See also