playerSide – Talk
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(Responded to playerSide question.) |
(Safer Method) |
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When is playerSide set to the correct value? is waitUntil {!isNull player} enough to ensure a correctly returned value? | When is playerSide set to the correct value? is waitUntil {!isNull player} enough to ensure a correctly returned value? | ||
> Yes. At mission start every unit is civilian for a brief moment from what I recall. So your waitUntil avoids faulty detection. Nothing else needed. --[[User:Kju|Kju]] 21:23, 23 June 2010 (CEST) | > Yes. At mission start every unit is civilian for a brief moment from what I recall. So your waitUntil avoids faulty detection. Nothing else needed. --[[User:Kju|Kju]] 21:23, 23 June 2010 (CEST) | ||
Just make sure you do not do a waitUntil {!isNull player} on the server side, player is always null on the server. You might lock up your server like I did years ago. A safer way to go is the following | |||
if (!isDedicated && (player != player)) then | |||
{ | |||
waitUntil {player == player}; | |||
}; | |||
--[[User:ViperMaul|ViperMaul]] 05:48, 24 June 2010 (CEST) |
Revision as of 04:48, 24 June 2010
When is playerSide set to the correct value? is waitUntil {!isNull player} enough to ensure a correctly returned value? > Yes. At mission start every unit is civilian for a brief moment from what I recall. So your waitUntil avoids faulty detection. Nothing else needed. --Kju 21:23, 23 June 2010 (CEST)
Just make sure you do not do a waitUntil {!isNull player} on the server side, player is always null on the server. You might lock up your server like I did years ago. A safer way to go is the following
if (!isDedicated && (player != player)) then {
waitUntil {player == player};
};
--ViperMaul 05:48, 24 June 2010 (CEST)