allMissionObjects: Difference between revisions
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|gr1= Object Detection | |gr1= Object Detection | ||
|descr= Returns all | |descr= Returns all objects of the given type that are currently present in the mission. In some cases, the [[entities]] command is a much faster alternative to this command.<br> | ||
Some of the special types that can be detected with this command (and with [[nearestObject]]): | |||
Some of the | * {{hl|""}} - returns everything, e.g. agents, bees, mosquitoes, footprints, armed mines, ... | ||
* {{hl|""}} - returns everything | * {{hl|"all"}} - more restrictive than {{hl|""}}: no ambient insects, only agents such as rabbits and snakes, no footprints, tracks, no armed mines | ||
* {{hl|"all"}} - more restrictive than {{hl|""}}: no ambient insects, | * {{hl|"#slop"}} - blood drops | ||
* {{hl|"#slop"}} - blood | |||
* {{hl|"#mark"}} - unit footprints | * {{hl|"#mark"}} - unit footprints | ||
* {{hl|"#track"}} - vehicle tracks | * {{hl|"#track"}} - vehicle tracks | ||
* {{hl|"#crater"}} - explosion | * {{hl|"#crater"}} - explosion craters on the ground | ||
* {{hl|"#crateronvehicle"}} - bullet marks on | * {{hl|"#crateronvehicle"}} - bullet marks on vehicles | ||
* {{hl|"#explosion"}} - | * {{hl|"#explosion"}} - explosions | ||
* {{hl|"#objectdestructed"}} - building, tree or bush destruction | * {{hl|"#objectdestructed"}} - building, tree or bush destruction | ||
* {{hl|"#soundonvehicle"}} - | * {{hl|"#soundonvehicle"}} - sounds created with [[say3D]] for example | ||
* {{hl|"#dynamicsound"}} - sound | * {{hl|"#dynamicsound"}} - sound sources created using [[createSoundSource]] | ||
* {{hl|"EmptyDetector"}} - | * {{hl|"EmptyDetector"}} - all [[Trigger]]s | ||
* {{hl|"Logic"}} - | * {{hl|"Logic"}} - all game logics | ||
{{Feature|Important|This command is quite performance heavy. Use with caution!}} | {{Feature|Important|This command is quite performance heavy. Use with caution!}} | ||
|mp= {{Feature|arma3|This command is ~5 times faster on a dedicated server than on a client. Reason unknown.}} | |mp= {{Feature|arma3|This command is ~5 times faster on a dedicated server than on a client. Reason unknown.}} | ||
|s1= [[allMissionObjects]] | |s1= [[allMissionObjects]] type | ||
|p1= type: [[String]] | |p1= type: [[String]] | ||
|r1= [[Array]] of [[Object | |r1= [[Array]] of [[Object]]s | ||
|x1= <code>_airObjects = [[allMissionObjects]] "Air";</code> | |x1= <code>_airObjects = [[allMissionObjects]] "Air";</code> | ||
|x2= <code>{ [[deleteVehicle]] _x } [[forEach]] ([[allMissionObjects]] "");</code> | |x2= <code>{ [[deleteVehicle]] _x; } [[forEach]] ([[allMissionObjects]] "");</code> | ||
|x3= <code>_allMObjects =[[ allMissionObjects]] "All";</code> | |x3= <code>_allMObjects = [[allMissionObjects]] "All";</code> | ||
|seealso= [[allDead]] | |seealso= [[allDead]] [[allGroups]] [[allUnits]] [[entities]] [[vehicles]] [[allMines]] [[allSimpleObjects]] | ||
}} | }} |
Revision as of 18:53, 3 December 2021
Description
- Description:
- Returns all objects of the given type that are currently present in the mission. In some cases, the entities command is a much faster alternative to this command.
Some of the special types that can be detected with this command (and with nearestObject):- "" - returns everything, e.g. agents, bees, mosquitoes, footprints, armed mines, ...
- "all" - more restrictive than "": no ambient insects, only agents such as rabbits and snakes, no footprints, tracks, no armed mines
- "#slop" - blood drops
- "#mark" - unit footprints
- "#track" - vehicle tracks
- "#crater" - explosion craters on the ground
- "#crateronvehicle" - bullet marks on vehicles
- "#explosion" - explosions
- "#objectdestructed" - building, tree or bush destruction
- "#soundonvehicle" - sounds created with say3D for example
- "#dynamicsound" - sound sources created using createSoundSource
- "EmptyDetector" - all Triggers
- "Logic" - all game logics
- Multiplayer:
- Groups:
- Object Detection
Syntax
- Syntax:
- allMissionObjects type
- Parameters:
- type: String
- Return Value:
- Array of Objects
Examples
- Example 1:
_airObjects = allMissionObjects "Air";
- Example 2:
{ deleteVehicle _x; } forEach (allMissionObjects "");
- Example 3:
_allMObjects = allMissionObjects "All";
Additional Information
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