setOwner: Difference between revisions
Jump to navigation
Jump to search
Killzone Kid (talk | contribs) (clarified that it is AI) |
Lou Montana (talk | contribs) m (Text replacement - "{{Feature|Important|" to "{{Feature|important|") |
||
(65 intermediate revisions by 10 users not shown) | |||
Line 1: | Line 1: | ||
{{ | {{RV|type=command | ||
| arma2oa |= | |game1= arma2oa | ||
|version1= 1.62 | |||
|1. | |game2= tkoh | ||
|version2= 1.00 | |||
| | |game3= arma3 | ||
|version3= 0.50 | |||
|= | |gr1= Multiplayer | ||
| | |arg= global | ||
| | |serverExec= server | ||
| | |descr= From server machine, change the ownership of an object to a given client. Using command in an unintended way will log a message to .rpt file. To transfer ownership of all AI units in a group properly, use [[setGroupOwner]] instead. | ||
| [[ | |pr= {{Feature|arma3|Since {{arma3}} v1.40, this command should not be used to transfer ownership of units with AI with the exception of [[agents]].}} | ||
{{Feature|important|'''Prior to {{arma3}} v1.40''' it was not possible to transfer the ownership from a client back to the server.}} | |||
| | |||
| | |s1= object [[setOwner]] clientID | ||
| [[ | |p1= object: [[Object]] - object to transfer | ||
|p2= clientID: [[Number]] - the [[Multiplayer_Scripting#Machine_network_ID | machine network ID]] of the new [[owner]]. | |||
|r1= [[Boolean]] - returns [[true]] if ownership was successfully transferred, otherwise [[false]] | |||
< | |x1= <sqf>_someObject setOwner 12;</sqf> | ||
</ | |||
< | |x2= <sqf>_someObject setOwner (owner _playerObject);</sqf> | ||
|seealso= [[owner]] [[setGroupOwner]] [[groupOwner]] [[didJIPOwner]] | |||
[[ | }} | ||
[[ | |||
[[ | |||
[[ | |||
<dl class="command_description"> | <dl class="command_description"> | ||
<dd class="notedate">Posted on | |||
<dt class="note">[[User: | <dt></dt> | ||
<dd class="notedate">Posted on 2017-08-22 - 18:56 (UTC)</dd> | |||
<dt class="note">[[User:Demellion|Demellion]]</dt> | |||
<dd class="note"> | <dd class="note"> | ||
'''NOTE''': There are some interesting behaviour about the specific owner digits like '''0''' '''-2''' and '''2''': | |||
# Any mission objects (generated from SQM) initially have '''0''' owner state, but it is not [[Multiplayer Scripting#Locality|local]] to ANYONE (0) like it is expected to be, but actually only to a SERVER (2). You can't make any object owner to be 0 once it was changed. | |||
# Trying to change ownership to any negative digit will always result in attempt to transfer ownership to SERVER (2). Once it is unit (non-agent) it will fail and revert* to initial ownership. | |||
# *Changing ownership of a unit (non-agent) actually gives a result for a brief time after this action is performed. What actually happens next - ownership is getting reverted with a message to RPT of a server. This can be seen by reading results of (owner _object) in really fast cycle. | |||
</dd> | </dd> | ||
<dt><dt> | |||
<dd class="notedate">Posted on 2019-02-12 - 01:15 (UTC)</dd> | |||
<dt class="note">[[User:jonpas|jonpas]]</dt> | |||
<dd class="note"> | |||
Prints RPT warning "setGroupOwner should be used" as soon as there is one unit inside the vehicle, but performs the action successfully. | |||
</dd> | |||
</dl> | </dl> | ||
Latest revision as of 00:23, 2 February 2024
Description
- Description:
- From server machine, change the ownership of an object to a given client. Using command in an unintended way will log a message to .rpt file. To transfer ownership of all AI units in a group properly, use setGroupOwner instead.
- Problems:
- Groups:
- Multiplayer
Syntax
- Syntax:
- object setOwner clientID
- Parameters:
- object: Object - object to transfer
- clientID: Number - the machine network ID of the new owner.
- Return Value:
- Boolean - returns true if ownership was successfully transferred, otherwise false
Examples
- Example 1:
- _someObject setOwner 12;
- Example 2:
Additional Information
- See also:
- owner setGroupOwner groupOwner didJIPOwner
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 2017-08-22 - 18:56 (UTC)
- Demellion
-
NOTE: There are some interesting behaviour about the specific owner digits like 0 -2 and 2:
- Any mission objects (generated from SQM) initially have 0 owner state, but it is not local to ANYONE (0) like it is expected to be, but actually only to a SERVER (2). You can't make any object owner to be 0 once it was changed.
- Trying to change ownership to any negative digit will always result in attempt to transfer ownership to SERVER (2). Once it is unit (non-agent) it will fail and revert* to initial ownership.
- *Changing ownership of a unit (non-agent) actually gives a result for a brief time after this action is performed. What actually happens next - ownership is getting reverted with a message to RPT of a server. This can be seen by reading results of (owner _object) in really fast cycle.
- Posted on 2019-02-12 - 01:15 (UTC)
- jonpas
- Prints RPT warning "setGroupOwner should be used" as soon as there is one unit inside the vehicle, but performs the action successfully.