getMissionLayerEntities: Difference between revisions
Jump to navigation
Jump to search
Lou Montana (talk | contribs) m (Text replacement - "|= Comments" to "|Comments=") |
Lou Montana (talk | contribs) m (Text replacement - "|= Game version" to "|Game version=") |
||
Line 4: | Line 4: | ||
|arma3|= Game name | |arma3|= Game name | ||
|1.56| | |1.56|Game version= | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
Revision as of 19:38, 31 August 2019
Description
- Description:
- Returns all entities within specific Eden Editor layer. To be used when the scenario is running, not in the editor workspace. Useful for disabling / enabling whole parts of the scenario which you add to specific layer while editing. Default layers cannot be accessed this way.
- Groups:
- Uncategorised
Syntax
- Syntax:
- getMissionLayerEntities layerName
- Parameters:
- layerName: String - Layer name in the editor. If multiple layers with the same name are present in the scenario, the first found one is used.
- Return Value:
- Array in format
[objects:Array, markers:Array]
Alternative Syntax
- Syntax:
- getMissionLayerEntities layerID
- Parameters:
- layerID: Number - Layer ID in the editor.
- Return Value:
- Array in format
[objects:Array, markers:Array]
Examples
- Example 1:
_base = getMissionLayerEntities "Base";
- Example 2:
waitUntil {(player distance _someObject) > 800}; { deleteVehicle _x; } forEach ((getMissionLayerEntities "Simple Objects") select 0);//Deletes all objects within that layer after the player is over 800m away from _someObject
- Example 3:
_layer1337Entities = getMissionLayerEntities 1337;
Additional Information
- See also:
- get3DENLayerEntities
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
Notes