player: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - " <h3 style="display:none">Notes</h3>" to "") |
Lou Montana (talk | contribs) m (Text replacement - "{{Command " to "{{RV|type=command ") |
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Revision as of 11:24, 23 January 2021
Description
- Description:
- Description needed
- Problems:
- In MP the command is not initialised in functions called by initline or init eventhandlers.
- Groups:
- Object Manipulation
Syntax
- Syntax:
- Syntax needed
- Return Value:
- Return value needed
Examples
Additional Information
- See also:
- See also needed
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 20 Jul, 2010
- GalZohar
- Before you use the player object (usually 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. 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. - Posted on 27 Jan, 2008
- Dr_Eyeball
isNull player
is true for JIP players on their client during initialization.
After initialization, it will be set, making it valid again.
To cater for this, some people use code similar to the following in their spawned scripts:if (!isServer && (player != player)) then { waitUntil { player == player }; waitUntil { time > 10 }; }; // 'player' will now be valid _action = player addAction ["heal", "heal.sqf", [], -1, false, false, ""];
- Posted on June 26, 2014 - 18:49 (UTC)
- Killzone Kid
- player can actually be REMOTE object on player's PC: http://www.youtube.com/watch?v=m6IILtfa3cQ