playableUnits: Difference between revisions
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m (Text replacement - "\[\[Category:[cC]ommand[_ ][gG]roup:[_ ][^|]+\|\{*uc:{{PAGENAME}*]\]" to "") |
Lou Montana (talk | contribs) m (Text replacement - " *\| *([Cc]omments|COMMENTS|Game|[Gg]ame [Nn]ame|Game [Vv]ersion|Game Version \(number surrounded by NO SPACES\)|Multiplayer Arguments( \("local" or "global"\))?|Effects|Multiplayer Effects( \("local" or "global"\))?|Multiplayer Exe...) |
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{{Command | {{Command | ||
| arma2 | | arma2 | ||
|1.00 | |1.00 | ||
|gr1 = Multiplayer | |gr1 = Multiplayer | ||
|gr2= Object Detection | |gr2= Object Detection | ||
| Returns a list of playable units in a multiplayer game (occupied by both AI or players), created on the following sides [[east]]/[[opfor]], [[west]]/[[blufor]], [[resistance]]/[[independent]] and [[civilian]] only. Does not contain units of [[sideLogic]].<br> | | Returns a list of playable units in a multiplayer game (occupied by both AI or players), created on the following sides [[east]]/[[opfor]], [[west]]/[[blufor]], [[resistance]]/[[independent]] and [[civilian]] only. Does not contain units of [[sideLogic]].<br> | ||
{{Informative|This command returns an empty array in Singleplayer; use [[switchableUnits]] instead.}} | {{Informative|This command returns an empty array in Singleplayer; use [[switchableUnits]] instead.}} | ||
{{Important|This command does not include dead players awaiting for respawn.}} | {{Important|This command does not include dead players awaiting for respawn.}} | ||
| [[playableUnits]] | | [[playableUnits]] | ||
| [[Array]] | | [[Array]] | ||
|x1= <code>{ [[_x]] [[groupChat]] "I'm a playable unit."; } [[forEach]] [[playableUnits]];</code> | |x1= <code>{ [[_x]] [[groupChat]] "I'm a playable unit."; } [[forEach]] [[playableUnits]];</code> | ||
|x2= <code>_playableInGroup = [[units]] [[group]] [[player]] [[arrayIntersect]] [[playableUnits]];</code> | |x2= <code>_playableInGroup = [[units]] [[group]] [[player]] [[arrayIntersect]] [[playableUnits]];</code> | ||
|x3= <code>_nonPlayableInGroup = [[units]] [[group]] [[player]] - [[playableUnits]];</code> | |x3= <code>_nonPlayableInGroup = [[units]] [[group]] [[player]] - [[playableUnits]];</code> | ||
| [[playableSlotsNumber]], [[allPlayers]], [[allCurators]], [[allGroups]], [[allDead]], [[switchableUnits]], [[vehicles]], [[allUnitsUAV]], [[allDeadMen]], [[isPlayer]], [[playersNumber]] | | [[playableSlotsNumber]], [[allPlayers]], [[allCurators]], [[allGroups]], [[allDead]], [[switchableUnits]], [[vehicles]], [[allUnitsUAV]], [[allDeadMen]], [[isPlayer]], [[playersNumber]] | ||
| |MPBEHAVIOUR= | | |MPBEHAVIOUR= |
Revision as of 01:27, 18 January 2021
Description
- Description:
- Returns a list of playable units in a multiplayer game (occupied by both AI or players), created on the following sides east/opfor, west/blufor, resistance/independent and civilian only. Does not contain units of sideLogic.
- Groups:
- MultiplayerObject Detection
Syntax
- Syntax:
- playableUnits
- Return Value:
- Array
Examples
- Example 1:
{ _x groupChat "I'm a playable unit."; } forEach playableUnits;
- Example 2:
_playableInGroup = units group player arrayIntersect playableUnits;
- Example 3:
_nonPlayableInGroup = units group player - playableUnits;
Additional Information
- See also:
- playableSlotsNumberallPlayersallCuratorsallGroupsallDeadswitchableUnitsvehiclesallUnitsUAVallDeadMenisPlayerplayersNumber
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
Bottom Section
Notes
- Posted on December 23, 2014 - 23:13 (UTC)
- DreadedEntity
-
To get a list of all player-controlled units:
_allPlayers = []; { if (isPlayer _x) then { _allPlayers pushBack _x; }; } forEach playableUnits;
- Posted on August 16, 2015 - 10:05 (UTC)
- FR Starfox64
- playableUnits will not return dead players, use allPlayers instead.
- Posted on February 14, 2017 - 22:05 (UTC)
- Pierre MGI
- Using the Editor (multiplayer attributes) for unchecking "enable AI", or disabling AI(s) in lobby, will make playableUnits as a public variable, updated by each JIP on disabled slot.
So, if all slots are disabled AI, playableUnits is same as allPlayers
Furthermore, in this case, non-played slot (playable and disabled AI) units simply don't exist!
i.e. If you name 8 playable units: u1..u8, then 2 players in game: u3 & u6
playableUnits will return [u3,u6], and true for isNil "u1", isNil "u2"... until another player takes the slot.