allObjects: Difference between revisions

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|s1= objectType [[allObjects]] objectCollection
|s1= objectType [[allObjects]] objectCollection


|p1= objectType: [[Number]] - type can be a combination of types according to bit flag operation (See [[getObjectType]]):
|p1= objectType: [[Number]] - type can be a combination of types according to bit flag operation (see [[getObjectType]]):
* -1 - {{GVI|arma3|2.12}} All types incl. nulls (nulls exist with 'objectCollection' 7 and 8)
* -1 - {{GVI|arma3|2.12}} All types incl. nulls (nulls exist with 'objectCollection' 7 and 8)
* 1 - Primary - normal object placed in Terrain Builder, part of landscape
* 1 - Primary - normal object placed in Terrain Builder, part of landscape

Revision as of 10:00, 30 August 2022

Hover & click on the images for description

Description

Description:
Returns array of requested objects as fast as the engine allows it. The objects can be requested by object type and simulation kind.
Groups:
Object Manipulation

Syntax

Syntax:
objectType allObjects objectCollection
Parameters:
objectType: Number - type can be a combination of types according to bit flag operation (see getObjectType):
  • -1 - Arma 3 logo black.png2.12 All types incl. nulls (nulls exist with 'objectCollection' 7 and 8)
  • 1 - Primary - normal object placed in Terrain Builder, part of landscape
  • 2 - Network - road placed in Terrain Builder, part of landscape
  • 4 - Temporary - temporary object (like vehicle tracks)
  • 8 - TypeVehicle - entity added by game
  • 16 - TypeTempVehicle - temporary entity
  • 32 - LandDecal - land decal
For example if required objects are both TerrainBuilder-placed (1) and dynamically placed (8) the combination type will be 8 + 1 = 9
Use 63 (1 + 2 + 4 + 8 + 16 + 32) to return objects of all types (excl. nulls).
objectCollection: Number - supported values:
  • 0 - Slow (and very slow) entities: houses, rubbles, street lamps, churches, etc
  • 1 - Normal entities: vehicles etc
  • 2 - Fast entities: shots and other high precision entities
  • 3 - Cloudlets: smokes, dust, etc
  • 4 - Out vehicles: objects that are not listed anywhere else, holders, etc
  • 5 - Animals: animals, birds, insects, etc
  • 6 - Mines: mines
  • 7 - Arma 3 logo black.png2.12 Sensor map: ordered triggers. When trigger is created it is added to this collection in the order of creation. When deleted it becomes null. Use 'objectType' -1 to include nulls
  • 8 - Arma 3 logo black.png2.12 Vehicle map: ordered vehicles. When vehicle is created it is added to this collection in the order of creation. When deleted it becomes null. Use 'objectType' -1 to include nulls
Return Value:
Array - array of Objects

Examples

Example 1:
private _visitorBuildings = 1 allObjects 0;
Example 2:
private _userPlacedBuildings = 8 allObjects 0;
Example 3:
onEachFrame { hintSilent str [ count (63 allObjects 0), count (63 allObjects 1), count (63 allObjects 2), count (63 allObjects 3), count (63 allObjects 4), count (63 allObjects 5), count (63 allObjects 6) ]; };

Additional Information

See also:
getObjectFOV cursorObject cursorTarget createSimpleObject allMissionObjects setObjectViewDistance getObjectViewDistance objectParent object getObjectType allPlayers allGroups allDead playableUnits switchableUnits units vehicles allUnitsUAV allCurators playersNumber

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