allPlayers: Difference between revisions
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|seealso= [[allCurators]], [[allGroups]], [[allDead]], [[allUnits]], [[switchableUnits]], [[playableUnits]], [[vehicles]], [[allUnitsUAV]], [[allDeadMen]], [[isPlayer]], [[playersNumber]]  | |seealso= [[allCurators]], [[allGroups]], [[allDead]], [[allUnits]], [[switchableUnits]], [[playableUnits]], [[vehicles]], [[allUnitsUAV]], [[allDeadMen]], [[isPlayer]], [[playersNumber]]  | ||
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Revision as of 14:13, 9 June 2021
Description
- Description:
 - Description needed
 - Multiplayer:
 - * In a player-hosted game, the complete array of allPlayers may get delayed on mission start. Use BIS_fnc_listPlayers if you need it earlier.
- The order of players in the return array may differ from server to clients.
 
 - Groups:
 - MultiplayerObject Detection
 
Syntax
- Syntax:
 - Syntax needed
 - Return Value:
 - Return value needed
 
Examples
- Example 1:
 - Get only human players:
private _headlessClients = entities "HeadlessClient_F"; private _humanPlayers = allPlayers - _headlessClients; - Example 2:
 { systemChat format [ "Player %1 is %2", name _x, ["dead", "alive"] select alive _x ]; } forEach allPlayers;- Example 3:
 private _bluNums = west countSide allPlayers;
Additional Information
- See also:
 - allCuratorsallGroupsallDeadallUnitsswitchableUnitsplayableUnitsvehiclesallUnitsUAVallDeadMenisPlayerplayersNumber
 
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