isPlayer: Difference between revisions
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| {{ | {{RV|type=command | ||
| |  | |game1= arma1 | ||
| |version1= 1.00 | |||
| |1.00 | |game2= arma2 | ||
| |version2= 1.00 | |||
| | | |game3= arma2oa | ||
| |version3= 1.50 | |||
| |  | |game4= tkoh | ||
| |version4= 1.00 | |||
| |  | |game5= arma3 | ||
| |version5= 0.50 | |||
| | | |gr1= Multiplayer | ||
| |  | |arg= global | ||
| | | |descr= Checks if given person is a [[player]]. Returns [[true]] for headless clients as well. | ||
| {{Feature|informative|Prior to {{arma3}} v2.02, in some cases the identity of certain player units could fail to propagate to other clients and the server, which caused [[isPlayer]] and [[getPlayerUID]] to incorrectly return {{hl|[[false]]}} and {{hl|""}} respectively, where the affected units were [[not]] [[local]]. See {{Link|https://github.com/michail-nikolaev/task-force-arma-3-radio/issues/1096|this GitHub bug report}} for more info. Remain vigilant toward potential false negatives.}} | |||
| {{Feature|important|When used on vehicles, this command will return [[true]] if [[effectiveCommander]] of the vehicle is player. Just because it returns [[true]] does not automatically mean we have a [[player]] unit. Unlike main syntax, alternative syntax always returns [[false]] when used on vehicles, even if they're controlled by a player.}} | |||
| |s1= [[isPlayer]] unit | |||
| |p1= unit: [[Object]] | |||
| |r1= [[Boolean]] | |||
| |s2= [[isPlayer]] [person] | |||
| |s2since= arma3 2.06 | |||
| |p21= person: [[Object]] - dead or alive unit | |||
| |r2= [[Boolean]] - [[true]] if is/was player '''and''' the identity still exists on the (dead) body | |||
| |x1= <sqf> | |||
| if (isPlayer _Soldier1) then | |||
| { | |||
| 	_soldier1 setDamage 1; | |||
| }; | |||
| </sqf> | |||
| |x2= <sqf>_playerCount = { isPlayer _x } count playableUnits;</sqf> | |||
| |x3= <sqf>private _wasPlayer = isPlayer [_deadBody]; // returns true if _deadBody's identity still exists and was controlled by a player</sqf> | |||
| |seealso= [[player]] [[playableSlotsNumber]] [[playableUnits]] [[playersNumber]] | |||
| }} | }} | ||
| {{Note | |||
| |user= Kronzky | |||
| |timestamp= 20060801 | |||
| This is not the same as testing object == [[player]], because in MP it tests for any player, not only for the local one. If object is a vehicle, the test is done for the vehicle commander. | |text= This is not the same as testing object == [[player]], because in MP it tests for any player, not only for the local one. If object is a vehicle, the test is done for the vehicle commander. | ||
| }} | |||
Latest revision as of 09:30, 29 March 2024
Description
- Description:
- Checks if given person is a player. Returns true for headless clients as well.
- Groups:
- Multiplayer
Syntax
Alternative Syntax
- Syntax:
- isPlayer [person]
- Parameters:
- person: Object - dead or alive unit
- Return Value:
- Boolean - true if is/was player and the identity still exists on the (dead) body
Examples
- Example 1:
- Example 2:
- Example 3:
Additional Information
- See also:
- player playableSlotsNumber playableUnits playersNumber
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 Aug 01, 2006 - 00:00 (UTC)
- This is not the same as testing object == player, because in MP it tests for any player, not only for the local one. If object is a vehicle, the test is done for the vehicle commander.
Categories: 
- Scripting Commands
- Introduced with Armed Assault version 1.00
- ArmA: Armed Assault: New Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Multiplayer
 
	



