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Author Topic: finding which units are controled by a client  (Read 4946 times)

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Offline nominesine

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Re: finding which units are controled by a client
« Reply #15 on: 29 Sep 2006, 12:50:19 »
I always suspected triggers behaved like that. The confirmation above soothes my hardened MP-nerves :D Thank you Peanut

EDIT: A small comfort maybe, but the problem will apparently be solved in ArmA. A new scripting command called isPlayer is in the Wiki
« Last Edit: 29 Sep 2006, 13:40:11 by nominesine »
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Offline Mr.Peanut

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Re: finding which units are controled by a client
« Reply #16 on: 29 Sep 2006, 14:06:57 »
Actually, that is a huge comfort.  The only 100% way to determine player or ai in OFPR is to deleteVehicle them. Not a very good test.
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Offline Baddo

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Re: finding which units are controled by a client
« Reply #17 on: 03 Oct 2006, 21:47:48 »
The only 100% way to determine player or ai in OFPR is to deleteVehicle them.

Yeah it was very annoying to find that out...

I once had in mind that maybe ordering the unit do something and then using unitReady to check whether something is happening or not could reveal if unit is player or AI, but didn't start to test that idea in practice. So can't say if it's possible to get that idea to work in practice  :P  Not sure how a player unit responds to a unitReady query, if it always returns true for player units then this could work I guess. Then, a unit which is not ready has to be an AI no matter did the unit get the order from your test or from an earlier order from group leader.