Locality in Multiplayer: Difference between revisions

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[[Category: Scripting_Topics ]]
#REDIRECT [[Multiplayer Scripting#Locality]]
 
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.
A unit is said "local" when it is handled by the local computer.
 
To know if a unit is local, use the [[local]] script command.
 
== Basic Rules ==
 
The basic rules to determine locality are as follows:
 
''server'' = The dedicated server or the client that is hosting the game
 
''client'' = The computer of a player
 
* The player's unit is ''always'' local to its client
* AI units are always local to the computer of their leader
* AI leaders are always local to the server
* A vehicle is always local to the computer of its driver
 
== Effects of different localities ==
 
Knowing locality of a unit is very important as certain command only affect local units (see [[moveInDriver]] for example).
Other commands have only local effect, nothing will be done outside of computer where the command was issued (see [[setFog]] for example).
 
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.
 
== Table of locality ==
{{listdev}}
{| border="1"
|-
! style="color: rgb(0, 0, 102);" | Global || style="color: rgb(0, 0, 102);" | Local
|-
| align="center" width=150px height=25|
| align="center" width=150px height=25|
|-
| align="center" width=150px height=25|
| align="center" width=150px height=25|
|-
| align="center" width=150px height=25|
| align="center" width=150px height=25|
|}

Latest revision as of 21:35, 31 January 2019