entities: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
m (Text replacement - ":<code>" to ": <code>")
m (variable naming ine xamples)
 
(8 intermediate revisions by 3 users not shown)
Line 13: Line 13:


|descr= Returns a list of all alive and dead entities of the given type or deriving from the given type. Units in vehicles are ignored with the primary syntax.
|descr= Returns a list of all alive and dead entities of the given type or deriving from the given type. Units in vehicles are ignored with the primary syntax.
{{Feature | Informative | '''Optimisation tip''': Keep number of types in both ''includeTypes'' and ''excludeTypes'' arrays to a minimum by possibly using parent/base classes.<br>If you have to use several types, arrange them in order so that the more common types go at the beginning of the array.}}
{{Feature|informative|'''Optimisation tip''': Keep number of types in both ''includeTypes'' and ''excludeTypes'' arrays to a minimum by possibly using parent/base classes.<br>If you have to use several types, arrange them in order so that the more common types go at the beginning of the array.}}


|s1= [[entities]] type
|s1= [[entities]] type
Line 35: Line 35:
|r2= [[Array]]
|r2= [[Array]]


|x1= <code>_allcars = [[entities]] "Car";</code>
|x1= <sqf>_allCars = entities "Car";</sqf>


|x2= Return all alive entities on the map:
|x2= Return all alive entities on the map:
<code>_allalive = [[entities]] [<nowiki/>[], [], [[true]], [[true]]];</code>
<sqf>_allAlive = entities [[], [], true, true];</sqf>


|x3= Return dead and alive entities but logic:
|x3= Return dead and alive entities but logic:
<code>_notlogic = [[entities]] [<nowiki/>[], ["Logic"], [[true]]];</code>
<sqf>_notLogic = entities [[], ["Logic"], true];</sqf>


|x4= Return all alive [[west]] soldiers on foot:
|x4= Return all alive [[west]] soldiers on foot:
<code>_footsoldiers = [[entities]] [<nowiki/>["SoldierWB"], [], [[false]], [[true]]];</code>
<sqf>_footSoldiers = entities [["SoldierWB"], [], false, true];</sqf>


|seealso= [[nearEntities]] [[allUnits]] [[vehicles]] [[agents]] [[allMissionObjects]]
|seealso= [[nearEntities]] [[allGroups]] [[allUnits]] [[units]] [[vehicles]] [[agents]] [[playableUnits]] [[switchableUnits]] [[allPlayers]] [[allDead]] [[allDeadMen]] [[allUnitsUAV]] [[allCurators]] [[allObjects]] [[allMissionObjects]] [[allSimpleObjects]] [[allMines]]
}}
}}

Latest revision as of 17:11, 11 April 2024

Hover & click on the images for description

Description

Description:
Returns a list of all alive and dead entities of the given type or deriving from the given type. Units in vehicles are ignored with the primary syntax.
Optimisation tip: Keep number of types in both includeTypes and excludeTypes arrays to a minimum by possibly using parent/base classes.
If you have to use several types, arrange them in order so that the more common types go at the beginning of the array.
Groups:
Object Detection

Syntax

Syntax:
entities type
Parameters:
type: String - if an empty string "" is provided, all entities are returned
Return Value:
Array

Alternative Syntax

Syntax:
entities [typesInclude, typesExclude, includeCrews, excludeDead]
Parameters:
typesInclude: Array - in format [type1, type2, ...typeN], where type is a String. Empty array [] means include every entity. Method used for filtering - isKindOf
typesExclude: Array - in format [type1, type2, ...typeN], where type is a String. Empty array [] means exclude no entity. Method used for filtering - isKindOf
includeCrews: Boolean - (Optional, default false) include crews currently in vehicles
excludeDead: Boolean - (Optional, default false) exclude dead entities
Return Value:
Array

Examples

Example 1:
_allCars = entities "Car";
Example 2:
Return all alive entities on the map:
_allAlive = entities [[], [], true, true];
Example 3:
Return dead and alive entities but logic:
_notLogic = entities [[], ["Logic"], true];
Example 4:
Return all alive west soldiers on foot:
_footSoldiers = entities [["SoldierWB"], [], false, true];

Additional Information

See also:
nearEntities allGroups allUnits units vehicles agents playableUnits switchableUnits allPlayers allDead allDeadMen allUnitsUAV allCurators allObjects allMissionObjects allSimpleObjects allMines

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