player: Difference between revisions

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(locality quirks on dedi)
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| Person controlled by player.
| A person object controlled by user. In Intros and Outros this isn't set by default and must be assigned.


In MP this value is different on each computer and on dedicated server this value is null.
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In Intros and Outros this isn't set by default and must be assigned. |= Description
In MP [[player]] is different on each computer and on dedicated server it is [[objNull]]. When user is joining dedicated server, at the moment of [[onPlayerConnected]] the [[player]] object is remote to the joining client, as the [[player]] unit is created on the server, but once control of the unit is passed to the user moments later, the [[player]] objects becomes [[local]] to the client and stays local.|= Description
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Revision as of 20:23, 28 August 2018

Hover & click on the images for description

Description

Description:
A person object controlled by user. In Intros and Outros this isn't set by default and must be assigned.

In MP player is different on each computer and on dedicated server it is objNull. When user is joining dedicated server, at the moment of onPlayerConnected the player object is remote to the joining client, as the player unit is created on the server, but once control of the unit is passed to the user moments later, the player objects becomes local to the client and stays local.
Problems:
In MP the command is not initialised in functions called by initline or init eventhandlers.
Groups:
Uncategorised

Syntax

Syntax:
player
Return Value:
Object

Examples

Example 1:
player addRating 500;

Additional Information

See also:
isPlayerplayableUnitsselectPlayer

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 20 Jul, 2010
GalZohar
Before you use the player object (usually to avoid JIP issues) all you need is to run:
waitUntil {!isNull player}; Anything else you see in other scripts is equivalent and/or redundant. Of course JIP players may need more than just the player to point at the actual JIP player unit, but that's script/mission-specific.
Posted on 27 Jan, 2008
Dr_Eyeball
(isNull player) is true for JIP players on their client during initialization.
After initialization, it will be set, making it valid again.

To cater for this, some people use code similar to the following in their spawned scripts: if (!isServer && (player != player)) then { waitUntil {player == player}; waitUntil {time > 10}; }; // 'player' will now be valid _action = player addAction ["heal", "heal.sqf", [], -1, false, false, ""];
See JIP/player topic for additional helpful information.

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Posted on June 26, 2014 - 18:49 (UTC)
Killzone Kid
player can actually be REMOTE object on player's PC: http://www.youtube.com/watch?v=m6IILtfa3cQ