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|gr1= Object Detection
|gr1= Object Detection


|descr= Returns all mission objects which were created by and during the mission with given type or its subtype. In some cases [[allMissionObjects]]. Sometimes [[allMissionObjects]] could be replaced by the much faster [[entities]] command.
|descr= Returns all objects of the given type that are currently present in the mission. In some cases, the [[entities]] and [[allObjects]] commands are much faster alternatives to this command.<br>
</br></br>
Some of the special types that can be detected with this command (and with [[nearestObject]]):
Some of the unusual mission objects that can be detected with this command as well as with [[nearestObject]]:
* {{hl|""}} - returns everything, e.g. agents, bees, mosquitoes, footprints, armed mines, ...
* <tt>""</tt> - returns everything like agents, bees, mosquitoes, foot prints (footstep), armed mines...
* {{hl|"all"}} - more restrictive than {{hl|""}}: no ambient insects, only agents such as rabbits and snakes, no footprints, tracks, no armed mines
* <tt>"all"</tt> - more restrictive than <tt>""</tt>: no ambient insects, just agents like rabbits and snakes, no foot prints, tracks, no armed mines
* {{hl|"#slop"}} - blood drops
* <tt>"#slop"</tt> - blood drop
* {{hl|"#mark"}} - unit footprints
* <tt>"#mark"</tt> - unit footprints
* {{hl|"#track"}} - vehicle tracks
* <tt>"#track"</tt> - vehicle tracks
* {{hl|"#crater"}} - explosion craters on the ground
* <tt>"#crater"</tt> - explosion crater on the ground
* {{hl|"#crateronvehicle"}} - bullet marks on vehicles
* <tt>"#crateronvehicle"</tt> - bullet marks on vehicle
* {{hl|"#explosion"}} - explosions
* <tt>"#explosion"</tt> - an explosion
* {{hl|"#objectdestructed"}} - building, tree or bush destruction
* <tt>"#objectdestructed"</tt> - building, tree or bush destruction
* {{hl|"#soundonvehicle"}} - sounds created with [[say3D]] for example
* <tt>"#soundonvehicle"</tt> - sound created with [[say3D]] for example
* {{hl|"#dynamicsound"}} - sound sources created using [[createSoundSource]]
* <tt>"#dynamicsound"</tt> - sound source created using [[createSoundSource]]
* {{hl|"EmptyDetector"}} - all [[Trigger]]s
* <tt>"EmptyDetector"</tt> - All [[trigger]]s
* {{hl|"Logic"}} - all game logics
* <tt>"Logic"</tt> - All game logics
{{Feature|important|This command is quite performance heavy. Use with caution!}}
{{Feature|Important|This command is quite performance heavy. Use with caution!}}


|mp= {{Feature|arma3|This command is ~5 times faster on a dedicated server than on a client. Reason unknown.}}
|mp= {{Feature|arma3|This command is ~5 times faster on a dedicated server than on a client. Reason unknown.}}


|s1= '''allMissionObjects''' type
|s1= [[allMissionObjects]] type


|p1 = type: [[String]]
|p1= type: [[String]]


|r1= [[Array]] of [[Object|Objects]]
|r1= [[Array]] of [[Object]]s


|x1= <code>_airObjects = [[allMissionObjects]] "Air";</code>
|x1= <sqf>_airObjects = allMissionObjects "Air";</sqf>


|x2= <code>{ [[deleteVehicle]] _x } [[forEach]] ([[allMissionObjects]] "");</code>
|x2= <sqf>{ deleteVehicle _x; } forEach (allMissionObjects "");</sqf>


|x3= <code>_allMObjects =[[ allMissionObjects]] "All";</code>
|x3= <sqf>_allMObjects = allMissionObjects "All";</sqf>


|seealso= [[allDead]], [[allGroups]], [[allUnits]], [[entities]], [[vehicles]], [[allMines]], [[allSimpleObjects]]
|seealso= [[allObjects]] [[allDead]] [[allGroups]] [[allUnits]] [[entities]] [[vehicles]] [[allMines]] [[allSimpleObjects]]
}}
}}

Latest revision as of 09:52, 24 September 2024

Hover & click on the images for description

Description

Description:
Returns all objects of the given type that are currently present in the mission. In some cases, the entities and allObjects commands are much faster alternatives to this command.
Some of the special types that can be detected with this command (and with nearestObject):
  • "" - returns everything, e.g. agents, bees, mosquitoes, footprints, armed mines, ...
  • "all" - more restrictive than "": no ambient insects, only agents such as rabbits and snakes, no footprints, tracks, no armed mines
  • "#slop" - blood drops
  • "#mark" - unit footprints
  • "#track" - vehicle tracks
  • "#crater" - explosion craters on the ground
  • "#crateronvehicle" - bullet marks on vehicles
  • "#explosion" - explosions
  • "#objectdestructed" - building, tree or bush destruction
  • "#soundonvehicle" - sounds created with say3D for example
  • "#dynamicsound" - sound sources created using createSoundSource
  • "EmptyDetector" - all Triggers
  • "Logic" - all game logics
This command is quite performance heavy. Use with caution!
Multiplayer:
Arma 3
This command is ~5 times faster on a dedicated server than on a client. Reason unknown.
Groups:
Object Detection

Syntax

Syntax:
allMissionObjects type
Parameters:
type: String
Return Value:
Array of Objects

Examples

Example 1:
_airObjects = allMissionObjects "Air";
Example 2:
{ deleteVehicle _x; } forEach (allMissionObjects "");
Example 3:
_allMObjects = allMissionObjects "All";

Additional Information

See also:
allObjects allDead allGroups allUnits entities vehicles allMines allSimpleObjects

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