playableUnits: Difference between revisions
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|gr2= Object Detection | |gr2= Object Detection | ||
|descr= Returns a list of playable units in a multiplayer game (occupied by both AI or players), created on the following sides [[east]]/[[opfor]], [[west]]/[[blufor]], [[resistance]]/[[independent]] and [[civilian]] only. Does not contain units of [[sideLogic]]. | |descr= Returns a list of playable units in a multiplayer game (occupied by both AI or players), created on the following sides [[east]]/[[opfor]], [[west]]/[[blufor]], [[resistance]]/[[independent]] and [[civilian]] only. | ||
{{Feature| | Does not contain units of [[sideLogic]]. | ||
{{Feature|informative|This command returns an empty array in Singleplayer; use [[switchableUnits]] instead.}} | |||
{{Feature|important|This command does not include dead players awaiting for respawn.}} | {{Feature|important|This command does not include dead players awaiting for respawn.}} | ||
Line 25: | Line 26: | ||
|r1= [[Array]] | |r1= [[Array]] | ||
|x1= < | |x1= <sqf>{ _x groupChat "I'm a playable unit."; } forEach playableUnits;</sqf> | ||
| | |x2= <sqf>_playableInGroup = units group player arrayIntersect playableUnits;</sqf> | ||
|x3= <sqf>_nonPlayableInGroup = units group player - playableUnits;</sqf> | |||
|seealso= [[playableSlotsNumber]] [[allPlayers]] [[allCurators]] [[allGroups]] [[allDead]] [[switchableUnits]] [[vehicles]] [[allUnitsUAV]] [[allDeadMen]] [[isPlayer]] [[playersNumber]] | |||
}} | |||
{{Note | |||
|user= DreadedEntity | |||
|timestamp= 20141223231300 | |||
|text= To get a list of all player-controlled units: | |||
To get a list of all player-controlled units: | <sqf> | ||
< | _allPlayers = []; | ||
{ | { | ||
if (isPlayer _x) then | |||
{ | { | ||
_allPlayers | _allPlayers pushBack _x; | ||
}; | }; | ||
} | } forEach playableUnits; | ||
</sqf> | |||
}} | |||
{{Note | |||
|user= FR Starfox64 | |||
|timestamp= 20150816100500 | |||
|text= [[playableUnits]] will not return dead players, use [[allPlayers]] instead. | |||
}} | |||
{{Note | |||
|user= Pierre MGI | |||
|timestamp= 20170214220500 | |||
|text= 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<br> | So, if all slots are disabled AI, playableUnits is same as allPlayers<br> | ||
Furthermore, in this case, non-played slot (playable and disabled AI) units simply don't exist!<br> | Furthermore, in this case, non-played slot (playable and disabled AI) units simply don't exist!<br> | ||
i.e. If you name 8 playable units: u1..u8, then 2 players in game: u3 & u6<br> | i.e. If you name 8 playable units: u1..u8, then 2 players in game: u3 & u6<br> | ||
playableUnits will return [u3,u6], and true for isNil "u1", isNil "u2"... until another player takes the slot. | playableUnits will return [u3,u6], and true for isNil "u1", isNil "u2"... until another player takes the slot. | ||
}} | |||
Latest revision as of 00:24, 2 February 2024
Description
- Description:
- Returns a list of playable units in a multiplayer game (occupied by both AI or players), created on the following sides east/opfor, west/blufor, resistance/independent and civilian only. Does not contain units of sideLogic.
- Groups:
- MultiplayerObject Detection
Syntax
- Syntax:
- playableUnits
- Return Value:
- Array
Examples
- Example 1:
- Example 2:
- Example 3:
Additional Information
- See also:
- playableSlotsNumber allPlayers allCurators allGroups allDead switchableUnits vehicles allUnitsUAV allDeadMen isPlayer 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
- Posted on Dec 23, 2014 - 23:13 (UTC)
- To get a list of all player-controlled units:
- Posted on Aug 16, 2015 - 10:05 (UTC)
- playableUnits will not return dead players, use allPlayers instead.
- Posted on Feb 14, 2017 - 22:05 (UTC)
-
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.