publicVariable: Difference between revisions
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It says literally: "Only initialize value it has not yet been set. And in a JIP this may already been the cause due to publicVariable use". | It says literally: "Only initialize value it has not yet been set. And in a JIP this may already been the cause due to publicVariable use". | ||
<dd class="notedate">Posted on 21 September, 2013 | |||
<dt class="note">[[User:Killzone_Kid|Killzone_Kid]]<dd class="note"> | |||
To make Dr_Eyeball's and kju's notes even more clear, public variable is persistent. Once it has been broadcast it will be delivered to all clients, present and future. Therefore it is wise to check if the variable already exists on a client due to it being persistent before initialising its value. | |||
<dd class="notedate">Posted on 12 April, 2008 | <dd class="notedate">Posted on 12 April, 2008 |
Revision as of 17:27, 21 September 2013
Description
- Description:
- Broadcast variable value to all computers. Only type Number is supported in version 1.33 and before. Following Types are supported since version 1.34: Following Types are supported since version ArmA v1.00: Since version ArmA v1.09: Any value can be transferred, including The only limitation is you cannot transfer references to entities which are local, like scripts, displays, or local objects.
- Multiplayer:
- The message is sent consequently and reliably to all clients. Using publicVariable too frequently in a given period of time can cause other parts of the game to experience bandwidth problems.
- Groups:
- Uncategorised
Syntax
Examples
- Example 1:
publicVariable "CTFscoreOne"
Additional Information
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
Notes
- Posted 2007
- This command broadcasts a variable to all clients, but as soon as you change the variable again, you have to use publicVariable again, as it does not automatically synchronise it.
- Posted on 2 Feb, 2008
- Dr_Eyeball
-
When initialising a public variable to handle JIP, you will usually first want to check if the public variable has already been (broadcast, received and) set locally. Otherwise you may inadvertantly overwrite the broadcast value with your default value.
To perform this check, use code similar to the following to first check that the variable is nil: if (isNil "PV_abc") then { // set the nil variable with a default value for server and both JIP & 'join at mission start' PV_abc = [7, 8, 9]; }; // else public variable has already been set due to a public variable broadcast.
- Posted on 14 July, 2011
- kju
- To make Dr_Eyeball's note even more clear: For JIP players pV'ed variables are received and set BEFORE the init.sqf. So to avoid the received variables getting overwritten by variable initialization normally done in the init.sqf, you HAVE TO to use the 'if (isNil "PV_abc")' pattern. It says literally: "Only initialize value it has not yet been set. And in a JIP this may already been the cause due to publicVariable use".
- Posted on 21 September, 2013
- Killzone_Kid
- To make Dr_Eyeball's and kju's notes even more clear, public variable is persistent. Once it has been broadcast it will be delivered to all clients, present and future. Therefore it is wise to check if the variable already exists on a client due to it being persistent before initialising its value.
- Posted on 12 April, 2008
- Icemotoboy
- Be sure to place your variable name in quotation marks. This may sound awfully simple, but many times I have forgotten to do this, and it has resulted in no end of headaches for me.
- Posted on 13 April, 2008
- =FSI=Corsair
- Var type "side" cannot be sent on 1.08, it will work in 1.11, 1.09 not tested
Bottom Section
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.34
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands: Global Effect
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.46
- Scripting Commands ArmA
- Command Group: Multiplayer
- Scripting Commands ArmA2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters