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Returns a list of playable units in a multiplayer game (occupied by both AI or players), created on the following sides east/opfor, west/blufor, resistance/independent and civilian only. Does not contain units of sideLogic.
This command returns an empty array in Singleplayer; use switchableUnits instead.
This command does not include dead players awaiting for respawn.
MultiplayerObject Detection


Return Value:


Example 1:
{ _x groupChat "I'm a playable unit."; } forEach playableUnits;
Example 2:
_playableInGroup = units group player arrayIntersect playableUnits;
Example 3:
_nonPlayableInGroup = units group player - playableUnits;

Additional Information

See also:
playableSlotsNumber allPlayers allCurators allGroups allDead switchableUnits vehicles allUnitsUAV allDeadMen isPlayer playersNumber


Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
DreadedEntity - c
Posted on Dec 23, 2014 - 23:13 (UTC)
To get a list of all player-controlled units:
_allPlayers = []; { if (isPlayer _x) then { _allPlayers pushBack _x; }; } forEach playableUnits;
FR Starfox64 - c
Posted on Aug 16, 2015 - 10:05 (UTC)
playableUnits will not return dead players, use allPlayers instead.
Pierre MGI - c
Posted on Feb 14, 2017 - 22:05 (UTC)
Using the Editor (multiplayer attributes) for unchecking "enable AI", or disabling AI(s) in lobby, will make playableUnits as a public variable, updated by each JIP on disabled slot. So, if all slots are disabled AI, playableUnits is same as allPlayers
Furthermore, in this case, non-played slot (playable and disabled AI) units simply don't exist!
i.e. If you name 8 playable units: u1..u8, then 2 players in game: u3 & u6
playableUnits will return [u3,u6], and true for isNil "u1", isNil "u2"... until another player takes the slot.