setOwner: Difference between revisions

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m (Text replacement - "<code>([^ ]*)\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^ ]*)<\/code>" to "<code>$1$2$3</code>")
m (Text replacement - "\|x([0-9])= *<code>([^<]*)<\/code>" to "|x$1= <sqf>$2</sqf>")
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|x1= <sqf>_someObject setOwner 12;</sqf>
|x1= <sqf>_someObject setOwner 12;</sqf>


|x2= <code>_someObject setOwner (owner _playerObject);</code>
|x2= <sqf>_someObject setOwner (owner _playerObject);</sqf>


|seealso= [[owner]] [[setGroupOwner]] [[groupOwner]] [[didJIPOwner]]
|seealso= [[owner]] [[setGroupOwner]] [[groupOwner]] [[didJIPOwner]]

Revision as of 11:24, 13 May 2022

Hover & click on the images for description

Description

Description:
From server machine, change the ownership of an object to a given client. Using command in an unintended way will log a message to .rpt file. To transfer ownership of all AI units in a group properly, use setGroupOwner instead.
Problems:
Arma 3
Since Arma 3 v1.40, this command should not be used to transfer ownership of units with AI with the exception of agents.
Prior to Arma 3 v1.40 it was not possible to transfer the ownership from a client back to the server.
Groups:
Multiplayer

Syntax

Syntax:
object setOwner clientID
Parameters:
object: Object - Object to transfer
clientID: Number - The machine network ID of the new owner.
Return Value:
Boolean - Returns true if ownership was successfully transferred, otherwise false

Examples

Example 1:
_someObject setOwner 12;
Example 2:
_someObject setOwner (owner _playerObject);

Additional Information

See also:
owner setGroupOwner groupOwner didJIPOwner

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
Posted on August 22, 2017 - 18:56 (UTC)
Demellion
NOTE: There are some interesting behaviour about the specific owner digits like 0 -2 and 2:
  1. Any mission objects (generated from SQM) initially have 0 owner state, but it is not local to ANYONE (0) like it is expected to be, but actually only to a SERVER (2). You can't make any object owner to be 0 once it was changed.
  2. Trying to change ownership to any negative digit will always result in attempt to transfer ownership to SERVER (2). Once it is unit (non-agent) it will fail and revert* to initial ownership.
  3. *Changing ownership of a unit (non-agent) actually gives a result for a brief time after this action is performed. What actually happens next - ownership is getting reverted with a message to RPT of a server. This can be seen by reading results of (owner _object) in really fast cycle.
Posted on February 12, 2019 - 01:15 (UTC)
jonpas
Prints RPT warning "setGroupOwner should be used" as soon as there is one unit inside the vehicle, but performs the action successfully.