setOwner
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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:
- 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:
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 2017-08-22 - 18:56 (UTC)
- Demellion
-
NOTE: There are some interesting behaviour about the specific owner digits like 0 -2 and 2:
- 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.
- 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.
- *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 2019-02-12 - 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.