|Description:||Check if the given unit is local on the computer in multiplayer games (see Locality in Multiplayer for general concepts).|
This can be used when some activation fields or scripts need to be performed only on one computer. In single player all objects are local.
Note: All static objects are local everywhere.
|Syntax:||local [object, turretPath]|
|See also:||local (Keyword), setLocalityTo, executeWhereLocal|
|Problems:||In multiplayer, remote objects are not initialized in functions called by the Init line or initialization event handlers.|
- Posted on August 4, 2006 - 10:56
- Notes from before the conversion:
In multiplayer, a game logic will always be local to the host computer. This works on both dedicated and player-hosted servers.