allPlayers: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "\|seealso= ?\[\[([^ ]+)\]\], \[\[([^ ]+)\]\]" to "|seealso= $1 ") |
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|x3= <code>[[private]] _bluNums = [[west]] [[countSide]] [[allPlayers]];</code> | |x3= <code>[[private]] _bluNums = [[west]] [[countSide]] [[allPlayers]];</code> | ||
|seealso= [[allCurators]] [[allGroups]] [[allDead]] | |seealso= [[allCurators]] [[allGroups]] [[allDead]] [[allUnits]], [[switchableUnits]], [[playableUnits]], [[vehicles]], [[allUnitsUAV]], [[allDeadMen]], [[isPlayer]], [[playersNumber]] | ||
}} | }} |
Revision as of 13:22, 20 January 2022
Description
- Description:
- Returns a list of all units controlled by connected clients - human players including dead players, but also Headless Clients.
Use BIS_fnc_listPlayers or see Example 1 to only get human players. - 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:
- allPlayers
- Return Value:
- Array of Object
Examples
- Example 1:
// only gets 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:
- allCurators allGroups allDead allUnitsswitchableUnitsplayableUnitsvehiclesallUnitsUAVallDeadMenisPlayerplayersNumber
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