allObjects: Difference between revisions
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|p2= objectCollection: [[Number]] - supported values: | |p2= objectCollection: [[Number]] - supported values: | ||
* 0 - Slow (and very slow) entities: houses, rubbles, street lamps, churches, etc | * 0 - Slow (and very slow) entities: some houses, rubbles, street lamps, churches, etc | ||
* 1 - Normal entities: vehicles etc | * 1 - Normal entities: vehicles etc | ||
* 2 - Fast entities: shots and other high precision entities | * 2 - Fast entities: shots and other high precision entities |
Revision as of 22:49, 29 November 2022
Description
- Description:
- Returns array of requested objects as fast as the engine allows it. The objects can be requested by object type and simulation kind.
- Groups:
- Object Manipulation
Syntax
- Syntax:
- objectType allObjects objectCollection
- Parameters:
- objectType: Number - type can be a combination of types according to bit flag operation (see getObjectType):
- -1 - 2.12 All types incl. nulls (nulls exist with 'objectCollection' 7 and 8)
- 1 - Primary - normal object placed in Terrain Builder, part of landscape
- 2 - Network - road placed in Terrain Builder, part of landscape
- 4 - Temporary - temporary object (like vehicle tracks)
- 8 - TypeVehicle - entity added by game
- 16 - TypeTempVehicle - temporary entity
- 32 - LandDecal - land decal
- objectCollection: Number - supported values:
- 0 - Slow (and very slow) entities: some houses, rubbles, street lamps, churches, etc
- 1 - Normal entities: vehicles etc
- 2 - Fast entities: shots and other high precision entities
- 3 - Cloudlets: smokes, dust, etc
- 4 - Out vehicles: objects that are not listed anywhere else, holders, etc
- 5 - Animals: animals, birds, insects, etc
- 6 - Mines: mines
- 7 - 2.12 Sensor map: ordered triggers. When trigger is created it is added to this collection in the order of creation. When deleted it becomes null. Use 'objectType' -1 to include nulls
- 8 - 2.12 Vehicle map: ordered vehicles. When vehicle is created it is added to this collection in the order of creation. When deleted it becomes null. Use 'objectType' -1 to include nulls
- Return Value:
- Array - array of Objects
Examples
- Example 1:
- Example 2:
- Example 3:
- onEachFrame { hintSilent str [ count (63 allObjects 0), count (63 allObjects 1), count (63 allObjects 2), count (63 allObjects 3), count (63 allObjects 4), count (63 allObjects 5), count (63 allObjects 6) ]; };
Additional Information
- See also:
- getObjectFOV cursorObject cursorTarget createSimpleObject allMissionObjects setObjectViewDistance getObjectViewDistance objectParent object getObjectType allPlayers allGroups allDead playableUnits switchableUnits units vehicles allUnitsUAV allCurators 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