playableUnits: Difference between revisions
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<dt class="note">[[User:Pierre MGI|Pierre MGI]]</dt> | <dt class="note">[[User:Pierre MGI|Pierre MGI]]</dt> | ||
<dd class="note"> | <dd class="note"> | ||
Using the Editor (multiplayer attributes) | 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 diabled AI, playableunits is same as allPlayers<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..to 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. | ||
</dd> | </dd> | ||
</dl> | </dl> | ||
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Revision as of 18:26, 15 May 2017
Description
- Description:
- Returns a list of playable units in a multiplayer game (occupied by both AI or players), created on the following sides east, west, resistance/independent and civilian only. Does not contain units of sideLogic. This does not include dead players awaiting for respawn.
- Groups:
- Uncategorised
Syntax
- Syntax:
- playableUnits
- Return Value:
- Array
Examples
- Example 1:
{_x groupChat "I'm a playable unit.";} forEach playableUnits;
- Example 2:
- All playable units in a group:
_playableInGroup = units group player arrayIntersect playableUnits;
- Example 3:
- All non-playable units in a group:
_playableInGroup = units group player - playableUnits;
Additional Information
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
Notes
- Posted on July 13, 2009 - 11:35
- Killswitch
- In single-player missions, this command will return an empty array.
Bottom Section
- 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 April 15, 2015 - 23:06 (UTC)
- Bull A
-
Quote:
Killswitch In single-player missions, this command will return an empty array.
Use the switchableUnits command instead
- 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 diabled 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..to 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.