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| Entities in OFP are handled, in multiplayer, by one computer alone, which sends updates about this entity to other computers connected to the MP game.
| | #REDIRECT [[Multiplayer Scripting#Locality]] |
| A unit is said "local" when it is handled by the local computer.
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| To know if a unit is local, use the [[local]] script command.
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| == Basic Rules ==
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| The basic rules to determine locality are as follows:
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| ''server'' = The dedicated server or the client that is hosting the game
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| ''client'' = The computer of a player
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| * The player's unit is ''always'' local to its client
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| * AI units are always local to the computer of their leader
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| * AI leaders are always local to the server
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| * A vehicle is always local to the computer of its driver
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| == Effects of different localities ==
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| Knowing locality of a unit is very important as certain command only affect local units (see [[moveInDriver]] for example).
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| Other commands have only local effect, nothing will be done outside of computer where the command was issued (see [[setFog]] for example).
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| A unit can change locality during its lifetime. Typical cases are a player dying (his squad AI units are passed to server), use of a [[join]] command, or units or players entering or exiting vehicles.
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| [[Category: Scripting_Topics ]]
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Latest revision as of 22:35, 31 January 2019