allPlayers: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "<code>([^ ]*)\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^ ]*)<\/code>" to "<code>$1$2$3</code>") |
Lou Montana (talk | contribs) m (Text replacement - "\{\{cc\|([^} ]*)\}\}" to "// $1") |
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|x1= | |x1= | ||
<code> | <code>// only gets human players | ||
[[private]] _headlessClients = [[entities]] "HeadlessClient_F"; | [[private]] _headlessClients = [[entities]] "HeadlessClient_F"; | ||
[[private]] _humanPlayers = [[allPlayers]] - _headlessClients;</code> | [[private]] _humanPlayers = [[allPlayers]] - _headlessClients;</code> |
Revision as of 11:26, 12 May 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 allUnitsUAV allDeadMen isPlayer playersNumber
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