allObjects: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "since= Arma3" to "since= arma3") |
Lou Montana (talk | contribs) m (Some wiki formatting) |
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* 5 - Animals: animals, birds, insects, etc | * 5 - Animals: animals, birds, insects, etc | ||
* 6 - Mines: mines | * 6 - Mines: mines | ||
* 7 - {{GVI|arma3|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 | * 7 - {{GVI|arma3|2.12|size= 0.75}} 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 - {{GVI|arma3|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 | * 8 - {{GVI|arma3|2.12|size= 0.75}} 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 | ||
* 9 - {{GVI|arma3|2.18}} Vehicles and [[crew]]: normal entities as in 1 as well as crew if an entity is a vehcile with crew. | * 9 - {{GVI|arma3|2.18|size= 0.75}} Vehicles and [[crew]]: normal entities as in 1 as well as crew if an entity is a vehcile with crew. | ||
|r1= [[Array]] - array of [[Object]]s | |r1= [[Array]] - array of [[Object]]s | ||
Line 47: | Line 47: | ||
|x2= <sqf>private _userPlacedBuildings = 8 allObjects 0;</sqf> | |x2= <sqf>private _userPlacedBuildings = 8 allObjects 0;</sqf> | ||
|x3= <sqf>onEachFrame | |x3= <sqf> | ||
onEachFrame | |||
{ | { | ||
hintSilent str | hintSilent str | ||
Line 59: | Line 60: | ||
count (63 allObjects 6) | count (63 allObjects 6) | ||
]; | ]; | ||
};</sqf> | }; | ||
</sqf> | |||
|x4= <sqf>private _allGroundWeaponHolders = "GroundWeaponHolder" allObjects 0; | |x4= <sqf> | ||
private _allSimulatedWeaponHolders = "WeaponHolderSimulated" allObjects 1;</sqf> | private _allGroundWeaponHolders = "GroundWeaponHolder" allObjects 0; | ||
private _allSimulatedWeaponHolders = "WeaponHolderSimulated" allObjects 1; | |||
</sqf> | |||
|seealso= [[getObjectFOV]] [[cursorObject]] [[cursorTarget]] [[createSimpleObject]] [[allMissionObjects]] [[setObjectViewDistance]] [[getObjectViewDistance]] [[objectParent]] [[object]] [[getObjectType]] [[allPlayers]] [[allGroups]] [[allDead]] [[playableUnits]] [[switchableUnits]] [[units]] [[vehicles]] [[allUnitsUAV]] [[allCurators]] [[playersNumber]] | |seealso= [[getObjectFOV]] [[cursorObject]] [[cursorTarget]] [[createSimpleObject]] [[allMissionObjects]] [[setObjectViewDistance]] [[getObjectViewDistance]] [[objectParent]] [[object]] [[getObjectType]] [[allPlayers]] [[allGroups]] [[allDead]] [[playableUnits]] [[switchableUnits]] [[units]] [[vehicles]] [[allUnitsUAV]] [[allCurators]] [[playersNumber]] | ||
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|user= PierreMGI | |user= PierreMGI | ||
|timestamp= 20221130173209 | |timestamp= 20221130173209 | ||
|text= This command (63 allObjects 0) will return lamps or poles but not houses. Use nearestTerrainObjects instead. | |text= This command (<sqf inline>63 allObjects 0</sqf>) will return lamps or poles but not houses. Use [[nearestTerrainObjects]] instead. | ||
}} | }} |
Revision as of 18:17, 26 March 2024
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 Detection
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
- 9 - 2.18 Vehicles and crew: normal entities as in 1 as well as crew if an entity is a vehcile with crew.
- Return Value:
- Array - array of Objects
Alternative Syntax
- Syntax:
- objectType allObjects objectCollection
- Parameters:
- objectType: String - type of the objects (will exact match return of typeOf)
- objectCollection: Number - see main syntax above
- 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) ]; };
- Example 4:
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
- Posted on Nov 30, 2022 - 17:32 (UTC)
- This command (63 allObjects 0) will return lamps or poles but not houses. Use nearestTerrainObjects instead.