Switches the player to the given person. Switching to a objNull works, but provides a view which you cannot manipulate (neither move nor rotate) with regular input.
Note: This command has significant effects on Locality in Multiplayer.
- Notes on locality issues with selectPlayer in multiplayer environments:
1) If you switch to a unit that's not local, control over movement will not be given to you immediately. For example, if you switch to an AI unit whose leader is a player, you will not be able to control the movement of your new avatar, as its control remains with the leader unit. You will however be able to look around while the unit walks automatically.
2) The identity of units are not transferred properly: If your old unit dies, this will count for your stats. Your old unit might remain identifiable as you (if you aim at the unit you see your own name). Your new unit will keep it's name, face and voice (face can be set dynamically, but name, voice and glasses have to be defined before mission start in the description.ext). When chatting, not the name of your original identity, but the identity of the transferred to person will show.
- 3) After switching to a unit that's not local, the unit will remain local to you after switching back. For example, if we have units A and B, and a client starts as unit A and unit B is AI under server control. If you switch to unit B, it will take some time, but eventually you can control the movement of unit B (see (1) above). Now if you switch back to unit A, unit B will remain local (Command) to you, the player. Any server-side scripts which try to execute local arguments -- such as doMove -- will fail.