setGroupOwner: Difference between revisions

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|p2= clientID: [[Number]] - the [[Multiplayer_Scripting#Machine_network_ID | machine network ID]] of the new [[owner]].
|p2= clientID: [[Number]] - the [[Multiplayer_Scripting#Machine_network_ID | machine network ID]] of the new [[owner]].
|p3=


| [[Boolean]]
| [[Boolean]]

Revision as of 23:06, 16 February 2021

Hover & click on the images for description

Description

Description:
Description needed
Groups:
Multiplayer

Syntax

Syntax:
Syntax needed
Parameters:
group: Group -
clientID: Number - the machine network ID of the new owner.
Return Value:
Return value needed

Examples

Example 1:
_localityChanged = _someGroup setGroupOwner (owner _playerObject);

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 July 30, 2015 - 12:49 (UTC)
IT07
In Arma 3 1.48, setGroupOwner does NOT work if group has no units
Posted on April 28, 2020 - 22:58 (UTC)
TMZulu
The setGroupOwner command will dismount the unit leader of a vehicle if the vehicle is stationary, likely due to the dummy waypoint used in the transfer.
Locking the vehicle during transfer can counter this behavior.
Posted on April 30, 2020 - 21:15 (UTC)
TMZulu
Using setGroupOwner may cause AI to have their loadout removed. This typically occurs when transferring multiple groups in sequence without delay. This occurs on seemingly random AI in groups. The simple but finicky solution to this is to add a sufficient delay between the transfer of groups. Alternatively, one could have the units' loadouts saved and then reloaded if the unit is shown as naked. Both of these methods may be combined as well.
Posted on April 30, 2020 - 21:58 (UTC)
TMZulu
Locality dependent commands such as forceSpeed will no longer work after transfer and must be reapplied on the owning client.