cyborg111 32 Posted April 19, 2016 hi folks,when i use "setowner" on a vehicle without crew, everything is fine. when i use "setowner" on a vehicle with crew, it causes an error. (use setGroupOwner instead).when i use "setGroupOwner" on a vehicle without crew, locality of the vehicle does not change.when i use "setGroupOwner" on a vehicle with crew, locality of the crew changes as expected, but the locality of the vehicle does not change.so?how can i change the locality of a vehicle when a crew is in the vehicle without spamming my logfile?thanks for helping me to find a solution.greetz Cyborg Share this post Link to post Share on other sites
killzone_kid 1330 Posted April 19, 2016 Try maybe: fnc_setOwner = { params ["_vehicle", "_owner"]; if (!isNull group _vehicle) exitWith { group _vehicle setGroupOwner _owner }; _vehicle setOwner _owner }; //example [heli, 3] call fnc_setOwner; Share this post Link to post Share on other sites
cyborg111 32 Posted April 20, 2016 it seems the problem only exists at static weapons without driver?a car will change locality with ((group car) setgroupowner number) but a ((group mortar) setgroupowner number) changes only the locality of the gunner but not the locality of the mortar???might be a bug?oh? some news about a new feedbacktracker? Share this post Link to post Share on other sites
killzone_kid 1330 Posted April 20, 2016 why do you need to change locality of the static weapon? it has no driver, and the gunner turret can change locality independently to match locality of the gunner person. Share this post Link to post Share on other sites
cyborg111 32 Posted April 20, 2016 maybe i feel better if things work as i expect they do? :) Share this post Link to post Share on other sites
Tankbuster 1746 Posted June 19, 2016 Try maybe: fnc_setOwner = { params ["_vehicle", "_owner"]; if (!isNull group _vehicle) exitWith { group _vehicle setGroupOwner _owner }; _vehicle setOwner _owner }; //example [heli, 3] call fnc_setOwner; Is this any good? the script can work out it's own owner if I understand it right. fnc_setOwner = { params ["_vehicle", "_owner"]; if (!isNull group _vehicle) exitWith { group _vehicle setGroupOwner (owner (effectivecommander _vehicle)) }; _vehicle setOwner _owner }; Share this post Link to post Share on other sites
h4wek 43 Posted May 11 Sorry guys but form all forum posts and my experience this command "setowner" might be bugged from arma beginig - it sometimes work sometimes not on dedicated - sorry BI do nothing in this case from years - shame 😞 Share this post Link to post Share on other sites
Tankbuster 1746 Posted May 19 On 5/11/2024 at 1:59 PM, h4wek said: Sorry guys but form all forum posts and my experience this command "setowner" might be bugged from arma beginig - it sometimes work sometimes not on dedicated - sorry BI do nothing in this case from years - shame 😞 Really? I've never seen any issues on my dedicated server. Share this post Link to post Share on other sites
h4wek 43 Posted May 19 So test something like that: (prepare some ai units and groups and bring few players, then order to Ai to change groups between players (by joingoup commands) and in some moment when some of players have few AI units in his group let this player to press alt+F4 for unexpected quite from server, and after that try to join his left units to your group or any other player group, or only try to change their locality from "remote" - (and here is quest what is owner of those units in this moment - really dedicated server = ID 2 or maybe still unconnected clientowner?) anyway try to change their localities to your clientowner ID or any other player/client machine or HC - need commands for that? or you are able to make it by console commands like setowner or setgroupowner? Share with me/users of this forum how it pass on your dedicated, important - try it only on dedicated not on host. Share this post Link to post Share on other sites