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isPlayer don't work correctly on dedicated server, when client rejoining on briefing
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Description

Code for check:
Client init:
waitUntil {!isNull player};
swt_player = player;
publicVariableServer "swt_player";
Dedicated server init:
"swt_player" addPublicVariableEventHandler {

_player = (_this select 1);
diag_log ("TEST IS PLAYER " + str _player + ": " + str (isPlayer _player); //"TEST IS PLAYER R Alpha 1-1:1 REMOTE: false"

};

Also allPlayers return [] on briefing on dedicated server

Details

Legacy ID
2693819590
Severity
None
Resolution
Open
Reproducibility
Always
Category
Scripting

Event Timeline

swatSTEAM set Category to Scripting.Aug 14 2015, 12:40 PM
swatSTEAM set Reproducibility to Always.
swatSTEAM set Severity to None.
swatSTEAM set Resolution to Open.
swatSTEAM set Legacy ID to 2693819590.May 8 2016, 12:31 PM

Probably because public variables (and EH) are broadcasted prior to init vehicle player.
Player is not null but remote.
And probably waitUntil {player == player} will wait for the player to be local.
See also waitUntil {local player};

I can use really long uiSleep, but still "false".