allPlayers: Difference between revisions
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|x3= <code>[[private]] _bluNums = [[west]] [[countSide]] [[allPlayers]];</code>  | |x3= <code>[[private]] _bluNums = [[west]] [[countSide]] [[allPlayers]];</code>  | ||
|seealso= [[allCurators]] [[allGroups]] [[allDead]] [[allUnits]] [[switchableUnits]] [[playableUnits]] [[vehicles]]  | |seealso= [[allCurators]] [[allGroups]] [[allDead]] [[allUnits]] [[switchableUnits]] [[playableUnits]] [[vehicles]] [[allUnitsUAV]], [[allDeadMen]], [[isPlayer]], [[playersNumber]]  | ||
}}  | }}  | ||
Revision as of 14:56, 20 January 2022
Description
- Description:
 - Returns a list of all units controlled by connected clients - human players including dead players, but also Headless Clients.
Use BIS_fnc_listPlayers or see Example 1 to only get human players. - Multiplayer:
 - 
- In a player-hosted game, the complete array of allPlayers may get delayed on mission start. Use BIS_fnc_listPlayers if you need it earlier.
 - The order of players in the return array may differ from server to clients.
 
 - Groups:
 - MultiplayerObject Detection
 
Syntax
- Syntax:
 - allPlayers
 - Return Value:
 - Array of Object
 
Examples
- Example 1:
 // only gets human players private _headlessClients = entities "HeadlessClient_F"; private _humanPlayers = allPlayers - _headlessClients;- Example 2:
 { systemChat format [ "Player %1 is %2", name _x, ["dead", "alive"] select alive _x ]; } forEach allPlayers;- Example 3:
 private _bluNums = west countSide allPlayers;
Additional Information
- See also:
 - allCurators allGroups allDead allUnits switchableUnits playableUnits vehicles allUnitsUAVallDeadMenisPlayerplayersNumber
 
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