4rpl:commands:getunitconnectedtoriftlab
Differences
This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revisionNext revision | Previous revision |
| 4rpl:commands:getunitconnectedtoriftlab [2022/01/28 20:43] – [Description] Vertu | 4rpl:commands:getunitconnectedtoriftlab [2025/02/14 14:57] (current) – external edit 127.0.0.1 |
|---|
| ===== Description ===== | ===== Description ===== |
| Returns a boolean indicating if the unit is connected (via the network) to the RiftLab. | Returns a boolean indicating if the unit is connected (via the network) to the RiftLab. |
| This is only calculated after the first UpdateCount. So putting this call in :Gameload,:Once, and :Awake (before the GamesUpdateCount is greater than 0) will always return false as the game updates the connection network after the first UpdateCount. | |
| | Connections are calculated at the end of the frame update cycle. Attempting to determine a connection before the game has had a chance to calculate connectivity may return ''false'' prematurely. This is especially relevant for built-in functions that may execute early (Eg. [[func_Gameloaded|:GameLoaded]], [[func_once|:Once]], and [[func_awake|:Awake]]). |
| |
| ===== Examples ===== | ===== Examples ===== |
4rpl/commands/getunitconnectedtoriftlab.1643402588.txt.gz · Last modified: 2025/02/14 14:56 (external edit)