player: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - " <dd class="notedate">" to " <dt><dt> <dd class="notedate">") |
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<dd class="note">[[player]] can actually be REMOTE object on player's PC: http://www.youtube.com/watch?v=m6IILtfa3cQ</dd> | <dd class="note">[[player]] can actually be REMOTE object on player's PC: http://www.youtube.com/watch?v=m6IILtfa3cQ</dd> | ||
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Revision as of 00:42, 6 April 2021
Description
- Description:
- A person object controlled by user. In Intros and Outros this isn't set by default and must be assigned.
- Multiplayer:
- In MP player is different on each computer and on dedicated server it is objNull by default (however this doesn't mean there couldn't be one). When user is joining dedicated server mission, at the moment of onPlayerConnected the player object is remote to the joining client, as the player unit is created on the server, but once control of the unit is passed to the user moments later, the player objects becomes local to the client and stays local. See Multiplayer Scripting's player topic for additional helpful information.
- Problems:
- In MP the command is not initialised in functions called by initline or init eventhandlers.
- Groups:
- Object Manipulation
Syntax
Examples
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
- Posted on 20 Jul, 2010
- GalZohar
- Before you use the player object (usually to avoid JIP issues) all you need is to run:
waitUntil { not isNull player };
Anything else you see in other scripts is equivalent and/or redundant. Of course JIP players may need more than just the player to point at the actual JIP player unit, but that's script/mission-specific. - Posted on 27 Jan, 2008
- Dr_Eyeball
isNull player
is true for JIP players on their client during initialization.
After initialization, it will be set, making it valid again.
To cater for this, some people use code similar to the following in their spawned scripts:if (!isServer && (player != player)) then { waitUntil { player == player }; waitUntil { time > 10 }; }; // 'player' will now be valid _action = player addAction ["heal", "heal.sqf", [], -1, false, false, ""];
- Posted on June 26, 2014 - 18:49 (UTC)
- Killzone Kid
- player can actually be REMOTE object on player's PC: http://www.youtube.com/watch?v=m6IILtfa3cQ
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: 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: Object Manipulation