playableUnits: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "{{Command " to "{{RV|type=command ") |
Lou Montana (talk | contribs) m (Text replacement - "<dd class="notedate">Posted on ([^<>]+) " to "<dd class="notedate">Posted on $1</dd> ") |
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} [[forEach]] [[playableUnits]];</code> | } [[forEach]] [[playableUnits]];</code> | ||
<dd class="notedate">Posted on August 16, 2015 - 10:05 (UTC) | <dd class="notedate">Posted on August 16, 2015 - 10:05 (UTC)</dd> | ||
<dt class="note">[[User:FR Starfox64|FR Starfox64]] | <dt class="note">[[User:FR Starfox64|FR Starfox64]] | ||
<dd class="note">[[playableUnits]] will not return dead players, use [[allPlayers]] instead. | <dd class="note">[[playableUnits]] will not return dead players, use [[allPlayers]] instead. | ||
<dd class="notedate">Posted on February 14, 2017 - 22:05 (UTC) | <dd class="notedate">Posted on February 14, 2017 - 22:05 (UTC)</dd> | ||
<dt class="note">[[User:Pierre MGI|Pierre MGI]] | <dt class="note">[[User:Pierre MGI|Pierre MGI]] | ||
<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. | <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. |
Revision as of 00:59, 30 January 2021
Description
- Description:
- Description needed
- Groups:
- MultiplayerObject Detection
Syntax
- Syntax:
- Syntax needed
- Return Value:
- Return value needed
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
- See also:
- See also needed
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
- 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.