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>
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Using the Editor (multiplayer attributes), unchecking "enable AI" in lobby, will make [[playableUnits]] as a public variable,  updated by each JIP.<br/>
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/>
On the other hand, be aware that non-played (playable) 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/>
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.
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Revision as of 18:26, 15 May 2017

Hover & click on the images for description

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

See also:
allPlayersallCuratorsallGroupsallDeadswitchableUnitsvehiclesallUnitsUAVallDeadMenisPlayer

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.