playableUnits: Difference between revisions
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Revision as of 20:31, 9 June 2021
Description
- Description:
- Description needed
- Groups:
- MultiplayerObject Detection
Syntax
- Syntax:
- Syntax needed
- Return Value:
- Return value needed
Examples
- Example 1:
{ _x groupChat "I'm a playable unit."; } forEach playableUnits;
- Example 2:
_playableInGroup = units group player arrayIntersect playableUnits;
- Example 3:
_nonPlayableInGroup = units group player - playableUnits;
Additional Information
- See also:
- playableSlotsNumberallPlayersallCuratorsallGroupsallDeadswitchableUnitsvehiclesallUnitsUAVallDeadMenisPlayerplayersNumber
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 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 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 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.