|
|
(5 intermediate revisions by 4 users not shown) |
Line 1: |
Line 1: |
| [[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'' = A game instance used by a player, normally each is on a separate computer
| |
| | |
| * The player's unit is ''always'' local to its client
| |
| * AI units are always local to the client of their leader
| |
| * AI leaders are always local to the server
| |
| * A vehicle is always local to the client of its driver
| |
| * Objects/vehicles created after mission start via scripting (via createVehicle for example) are local to the machine that issued the command
| |
| | |
| == 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.
| |