player: Difference between revisions

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{{Command|Comments=
{{RV|type=command
____________________________________________________________________________________________


| ofp |Game name=
|game1= ofp
|version1= 1.00


|1.00|Game version=
|game2= ofpe
____________________________________________________________________________________________
|version2= 1.00


| A person object controlled by user. In Intros and Outros this isn't set by default and must be assigned.<br /><br />
|game3= arma1
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.<br /><br />
|version3= 1.00


See [[Multiplayer Scripting#General information about locality|Multiplayer Scripting's player topic]] for additional helpful information. |Description=
|game4= arma2
____________________________________________________________________________________________
|version4= 1.00


| [[player]] |Syntax=
|game5= arma2oa
|version5= 1.50


| [[Object]] |Return value=
|game6= tkoh
____________________________________________________________________________________________
|version6= 1.00
 
|x1= <code>[[player]] [[addRating]] 500;</code> |Example 1=
____________________________________________________________________________________________


|pr= In MP the command is not initialised in functions called by initline or init eventhandlers.|=
|game7= arma3
|version7= 0.50


| [[Multiplayer Scripting]], [[isPlayer]], [[playableUnits]], [[selectPlayer]] |See also=
|gr1= Object Manipulation
}}
 
|descr= A person object controlled by user. In Intros and Outros this isn't set by default and must be assigned.
 
|mp= In MP [[player]] is different on each computer and on dedicated server it is [[objNull]] by default ({{Link|https://www.youtube.com/watch?v{{=}}JzgJe9sXAiU|unless scripted}}).
When user is joining a dedicated server mission, 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 and remains [[Multiplayer Scripting#Locality|local]] to the client.
 
See [[Multiplayer Scripting#General information about locality|Multiplayer Scripting's player topic]] for additional helpful information.
 
|pr= In multiplayer, the command is not initialised in functions called by initline or init eventhandlers.


<h3 style="display:none">Notes</h3>
|s1= [[player]]
<dl class="command_description">
<!-- Note Section BEGIN -->
<dd class="notedate">Posted on 20 Jul, 2010
<dt class="note">[[User:GalZohar|GalZohar]]
<dd class="note">Before you use the '''player''' object (usually to avoid JIP issues) all you need is to run:<br>
<code>[[waitUntil]] { [[not]] [[isNull]] [[player]] };</code>
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.


<dd class="notedate">Posted on 27 Jan, 2008
|r1= [[Object]]
<dt class="note">[[User:Dr_Eyeball|Dr_Eyeball]]
<dd class="note"><code>[[isNull]] [[player]]</code> is true for JIP players on their client during initialization.<br />
After initialization, it will be set, making it valid again.<br /><br />
To cater for this, some people use code similar to the following in their <u>spawned</u> scripts:
<code>if (![[isServer]] && (player != player)) then
{
[[waitUntil]] { player == player };
[[waitUntil]] { time > 10 };
};


{{codecomment|// 'player' will now be valid}}
|x1= <sqf>player addRating 500;</sqf>
_action = [[player]] [[addAction]] ["heal", "heal.sqf", [], -1, false, false, ""];
</code>


<dd class="notedate">Posted on June 26, 2014 - 18:49 (UTC)
|seealso= [[Multiplayer Scripting]] [[isPlayer]] [[playableUnits]] [[selectPlayer]]
<dt class="note">[[User:Killzone Kid|Killzone Kid]]
}}
<dd class="note">[[player]] can actually be REMOTE object on player's PC: http://www.youtube.com/watch?v=m6IILtfa3cQ<br><br>
</dd>


<!-- Note Section END -->
{{Note
</dl>
|User= GalZohar
|timestamp= 20100620031100
|text= Before you use the '''player''' object in init scripts, to avoid JIP issues all you need is to run:
<sqf>waitUntil { not isNull player };</sqf>
Anything else you see in other scripts is equivalent and/or redundant. (but you may need to add other conditions too, such as checking [[hasInterface]] before initiating that loop)<br>
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.
}}


<h3 style="display:none">Bottom Section</h3>
{{Note
[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]
|user= Killzone_Kid
[[Category:Scripting Commands OFP 1.46|{{uc:{{PAGENAME}}}}]]
|timestamp= 20140626184900
[[Category:Scripting Commands OFP 1.96|{{uc:{{PAGENAME}}}}]]
|text= [[player]] can actually be REMOTE object on player's PC: {{Link|http://www.youtube.com/watch?v{{=}}m6IILtfa3cQ}}
[[Category:Scripting Commands OFP 1.99|{{uc:{{PAGENAME}}}}]]
}}
[[Category:Scripting Commands ArmA|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]

Latest revision as of 19:13, 12 September 2023

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.
Multiplayer:
In MP player is different on each computer and on dedicated server it is objNull by default (unless scripted). When user is joining a dedicated server mission, 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 and remains local to the client. See Multiplayer Scripting's player topic for additional helpful information.
Problems:
In multiplayer, the command is not initialised in functions called by initline or init eventhandlers.
Groups:
Object Manipulation

Syntax

Syntax:
player
Return Value:
Object

Examples

Example 1:
player addRating 500;

Additional Information

See also:
Multiplayer Scripting isPlayer playableUnits selectPlayer

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
Unknown author - view page history
Posted on Jun 20, 2010 - 03:11 (UTC)
Before you use the player object in init scripts, to avoid JIP issues all you need is to run:
waitUntil { not isNull player };
Anything else you see in other scripts is equivalent and/or redundant. (but you may need to add other conditions too, such as checking hasInterface before initiating that loop)
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.
Killzone_Kid - c
Posted on Jun 26, 2014 - 18:49 (UTC)
player can actually be REMOTE object on player's PC: [1]