playableUnits: Difference between revisions
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{{Command|= | {{Command|Comments= | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| arma2 | | | arma2 |Game name= | ||
|1.00| | |1.00|Game version= | ||
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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]], [[west]], [[resistance]]/[[independent]] and [[civilian]] only. Does not contain units of [[sideLogic]]. This does not include dead players awaiting for respawn. | | 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]].<br /> | ||
{{Informative|This command returns an empty array in Singleplayer; use [[switchableUnits]] instead.}} | |||
{{Important|This command does not include dead players awaiting for respawn.}} |Description= | |||
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| | | [[playableUnits]] |Syntax= | ||
| | | [[Array]] |RETURNVALUE= | ||
|x1= <code>{ [[_x]] [[groupChat]] "I'm a playable unit."; } [[forEach]] [[playableUnits]];</code> |EXAMPLE1= | |||
|x2= <code>_playableInGroup = [[units]] [[group]] [[player]] [[arrayIntersect]] [[playableUnits]];</code> |EXAMPLE2= | |||
|x3= <code>_nonPlayableInGroup = [[units]] [[group]] [[player]] - [[playableUnits]];</code> |EXAMPLE3= | |||
|x1= <code>{_x [[groupChat]] "I'm a playable unit.";} [[forEach]] [[playableUnits]];</code>|= | |||
|x2= | |||
|x3= | |||
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| [[allPlayers]], [[allCurators]], [[allGroups]], [[allDead]], [[switchableUnits]], [[vehicles]], [[allUnitsUAV]], [[allDeadMen]], [[isPlayer]] |= | | [[allPlayers]], [[allCurators]], [[allGroups]], [[allDead]], [[switchableUnits]], [[vehicles]], [[allUnitsUAV]], [[allDeadMen]], [[isPlayer]] |SEEALSO= | ||
| | | |MPBEHAVIOUR= | ||
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}} | }} | ||
<h3 style='display:none'>Bottom Section</h3> | <h3 style='display:none'>Bottom Section</h3> | ||
[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]] | |||
[[Category:ArmA 2: New Scripting Commands List|{{uc:{{PAGENAME}}}}]] | [[Category:ArmA 2: New Scripting Commands List|{{uc:{{PAGENAME}}}}]] | ||
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]] | [[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]] | ||
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]] | |||
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]] | [[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]] | ||
[[Category:Command_Group:_Multiplayer|{{uc:{{PAGENAME}}}}]] | [[Category:Command_Group:_Multiplayer|{{uc:{{PAGENAME}}}}]] | ||
< | |||
<h3 style='display:none'>Notes</h3> | |||
<dl class="command_description"> | <dl class="command_description"> | ||
<dd class="notedate">Posted on December 23, 2014 - 23:13 (UTC)</dd> | <dd class="notedate">Posted on December 23, 2014 - 23:13 (UTC)</dd> | ||
Line 61: | Line 51: | ||
}; | }; | ||
} [[forEach]] [[playableUnits]];</code> | } [[forEach]] [[playableUnits]];</code> | ||
<dd class="notedate">Posted on August 16, 2015 - 10:05 (UTC) | |||
<dt class="note">[[User:FR Starfox64|FR Starfox64]] | |||
<dd class="note">[[playableUnits]] will not return dead players, use [[allPlayers]] instead. | |||
<dd class="notedate">Posted on August 16, 2015 - 10:05 (UTC) | |||
<dt class="note">[[User:FR Starfox64|FR Starfox64]] | |||
<dd class="note"> | |||
[[playableUnits]] will not return dead players, use [[allPlayers]] instead. | |||
<dd class="notedate">Posted on February 14, 2017 - 22:05 (UTC) | |||
<dt class="note">[[User:Pierre MGI|Pierre MGI]] | |||
<dd class="notedate">Posted on February 14, 2017 - 22:05 (UTC) | <dd class="note">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. | ||
<dt class="note">[[User:Pierre MGI|Pierre MGI]] | So, if all slots are disabled AI, playableUnits is same as allPlayers<br /> | ||
<dd class="note"> | Furthermore, in this case, non-played slot (playable and disabled AI) units simply don't exist!<br/> | ||
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 | i.e. If you name 8 playable units: u1..u8, then 2 players in game: u3 & u6<br /> | ||
Furthermore, in this case, non-played slot (playable and disabled AI) units simply don't exist!<br/> i.e. If you name 8 playable units: u1.. | |||
playableUnits will return [u3,u6], and true for isNil "u1", isNil "u2"... until another player takes the slot. | playableUnits will return [u3,u6], and true for isNil "u1", isNil "u2"... until another player takes the slot. | ||
</dd> | </dd> | ||
</dl> | </dl> | ||
Revision as of 00:36, 31 January 2019
Description
- Description:
- 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.
- Groups:
- Uncategorised
Syntax
- Syntax:
- playableUnits
- Return Value:
- Array
Examples
- 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
Notes
-
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
Bottom Section
Notes
- Posted on December 23, 2014 - 23:13 (UTC)
- DreadedEntity
-
To get a list of all player-controlled units:
_allPlayers = []; { if (isPlayer _x) then { _allPlayers pushBack _x; }; } forEach playableUnits;
- Posted on August 16, 2015 - 10:05 (UTC)
- FR Starfox64
- playableUnits will not return dead players, use allPlayers instead.
- Posted on February 14, 2017 - 22:05 (UTC)
- Pierre MGI
- 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.