clientOwner: Difference between revisions
Jump to navigation
Jump to search
Lou Montana (talk | contribs) |
Lou Montana (talk | contribs) m (Text replacement - "\|seealso= *\[\[([^ ]+)\]\], \[\[([^ ]+)\]\]" to "|seealso= $1 ") |
||
Line 14: | Line 14: | ||
|x1= <code>[[private]] _myNetworkId = [[clientOwner]];</code> | |x1= <code>[[private]] _myNetworkId = [[clientOwner]];</code> | ||
|seealso= [[owner]] [[groupOwner]] [[onPlayerConnected]] [[onPlayerDisconnected]] [[getClientState]] [[getClientStateNumber]] [[admin]] | |seealso= [[owner]] [[groupOwner]] [[onPlayerConnected]] [[onPlayerDisconnected]] [[getClientState]] [[getClientStateNumber]] [[admin]] [[remoteExecutedOwner]] | ||
}} | }} | ||
Revision as of 14:55, 20 January 2022
Description
- Description:
- Returns the machine network ID of the client executing the command.
- Groups:
- Multiplayer
Syntax
- Syntax:
- clientOwner
- Return Value:
- Number
Examples
- Example 1:
private _myNetworkId = clientOwner;
Additional Information
- See also:
- owner groupOwner onPlayerConnected onPlayerDisconnected getClientState getClientStateNumber admin remoteExecutedOwner
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 February 17, 2016 - 18:54 (UTC)
- Killzone Kid
- On hosted server there could be some inconsistency between clientOwner, owner and object creator id, especially in missions started from save. On the dedicated server this command however works reliably.