getMissionLayerEntities: Difference between revisions
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| Returns all entities within specific [[Eden Editor]] layer. To be used when the scenario is running, not in the editor workspace. | | Returns all entities within specific [[Eden Editor]] layer. To be used when the scenario is running, not in the editor workspace. | ||
Useful for disabling / enabling whole parts of the scenario which you add to specific layer while editing. | Useful for disabling / enabling whole parts of the scenario which you add to specific layer while editing. '''Default layers cannot be accessed this way.''' | ||
|DESCRIPTION= | |DESCRIPTION= | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ |
Revision as of 10:44, 30 May 2019
Description
- Description:
- Returns all entities within specific Eden Editor layer. To be used when the scenario is running, not in the editor workspace. Useful for disabling / enabling whole parts of the scenario which you add to specific layer while editing. Default layers cannot be accessed this way.
- Groups:
- Uncategorised
Syntax
- Syntax:
- getMissionLayerEntities layerName
- Parameters:
- layerName: String - layer name in the editor. If multiple layers with the same name are present in the scenario, the first found one is used.
- Return Value:
- Array in format
[objects:Array, markers:Array]
Examples
- Example 1:
_base = getMissionLayerEntities "Base";
- Example 2:
waitUntil {(player distance _someObject) > 800}; { deleteVehicle _x; } forEach ((getMissionLayerEntities "Simple Objects") select 0);//Deletes all objects within that layer after the player is over 800m away from _someObject
Additional Information
- See also:
- get3DENLayerEntities
Notes
-
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Notes