selectPlayer: Difference between revisions

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2) The identity of units are not transferred properly: If your old unit dies, this will count for your stats. Your old unit might remain identifiable as you (if you aim at the unit you see your own name). Your new unit will keep it's name, face and voice (face can be set dynamically, but name, voice and glasses have to be defined before mission start in the description.ext). When chatting, not the name of your original identity, but the identity of the transferred to person will show.
2) The identity of units are not transferred properly: If your old unit dies, this will count for your stats. Your old unit might remain identifiable as you (if you aim at the unit you see your own name). Your new unit will keep it's name, face and voice (face can be set dynamically, but name, voice and glasses have to be defined before mission start in the description.ext). When chatting, not the name of your original identity, but the identity of the transferred to person will show.
Edited Sunday, 26.Dec.2010 by SnowSky:
It seems that since some versions, the selectPlayer function doesn't work anymore for anything in Multiplayer mode.
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Revision as of 15:07, 26 December 2010

-wrong parameter ("Arma") defined!-1.00
Hover & click on the images for description

Description

Description:
Switch player to given person. Switching to a Null-Object works, but provides a view which you cannot manipulate (neither move nor rotate) with regular input. This command has significant effects on locality. See notes beneath.
Groups:
Uncategorised

Syntax

Syntax:
selectPlayer unitName
Parameters:
unitName: Object
Return Value:
Nothing

Examples

Example 1:
selectPlayer _aPerson

Additional Information

See also:
selectNoPlayerTeam_SwitchswitchCamera

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

SnowSky
Notes on locality issues with selectPlayer in multiplayer environments: 1) If you switch to a unit that's not local, control over movement will not be given to you immediately. For example, if you switch to an AI unit whose leader is a player, you will not be able to control the movement of your new avatar, as its control remains with the leader unit. You will however be able to look around while the unit walks automatically. 2) The identity of units are not transferred properly: If your old unit dies, this will count for your stats. Your old unit might remain identifiable as you (if you aim at the unit you see your own name). Your new unit will keep it's name, face and voice (face can be set dynamically, but name, voice and glasses have to be defined before mission start in the description.ext). When chatting, not the name of your original identity, but the identity of the transferred to person will show. Edited Sunday, 26.Dec.2010 by SnowSky: It seems that since some versions, the selectPlayer function doesn't work anymore for anything in Multiplayer mode.
besselinksjm
3) After switching to a unit that's not local, the unit will remain local to you after switching back. For example, if we have units A and B, and a client starts as unit A and unit B is AI under server control. If you switch to unit B, it will take some time, but eventually you can control the movement of unit B (see (1) above). Now if you switch back to unit A, unit B will remain local to you, the player. Any server-side scripts which try to execute local arguments -- such as doMove -- will fail.
kju
A working implementation can be found at A&S ProMode dev-heaven repo, acc guest, pw guest or at pastebin.
Be careful to learn all the pitfalls and things you need to take into consideration to have this working in MP.

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