getMissionLayerEntities: Difference between revisions

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|gr2= Mission Information
|gr2= Mission Information


|descr= Returns all entities within the specific [[Eden Editor: Layer|Eden Editor layer]] and its sub-layers. To be used when the scenario is running, not in the editor workspace. Useful to disable/enable whole parts of the scenario if layers are used during mission design.
|descr= Returns all entities within the specific [[Eden Editor: Layer|Eden Editor layer]] and its sub-layers.
To be used when the scenario is running, not in the editor workspace.
Useful to disable/enable whole parts of the scenario if layers are used during mission design.
{{Feature|informative|Default layers are not returned.}}
{{Feature|informative|Default layers are not returned.}}


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|r1= [[Array]] in format {{hl|[<nowiki/>[objects], [markers]]}} or empty array if the layer does not exist
|r1= [[Array]] in format {{hl|[<nowiki/>[objects], [markers]]}} or empty array if the layer does not exist


|x1= <code>[[private ]]_base = getMissionLayerEntities "Base";</code>
|x1= <sqf>private _base = getMissionLayerEntities "Base";</sqf>


|x2= delete all objects within that layer after the player is over 800m away from _someObject:
|x2= delete all objects within that layer after the player is over 800m away from _someObject:
<code>waitUntil { sleep 1; (player distance _someObject) > 800 };
<sqf>
waitUntil { sleep 1; (player distance _someObject) > 800 };
private _simpleObjects = (getMissionLayerEntities "Simple Objects") select 0;
private _simpleObjects = (getMissionLayerEntities "Simple Objects") select 0;
{
{
deleteVehicle _x;
deleteVehicle _x;
} forEach _simpleObjects;</code>
} forEach _simpleObjects;
</sqf>


|x3= <code>private _layer1337Entities = getMissionLayerEntities 1337;</code>
|x3= <sqf>private _layer1337Entities = getMissionLayerEntities 1337;</sqf>


|seealso= [[get3DENLayerEntities]]
|seealso= [[get3DENLayerEntities]]

Revision as of 09:35, 13 May 2022

Hover & click on the images for description

Description

Description:
Returns all entities within the specific Eden Editor layer and its sub-layers. To be used when the scenario is running, not in the editor workspace. Useful to disable/enable whole parts of the scenario if layers are used during mission design.
Default layers are not returned.
Groups:
Eden EditorMission Information

Syntax

Syntax:
getMissionLayerEntities layerName
Parameters:
layerName: can be one of:
  • String - case-insensitive; layer name in the editor. If multiple layers with the same name are present in the scenario, the first found one is used
  • Number - layer ID in the editor
Return Value:
Array in format [[objects], [markers]] or empty array if the layer does not exist

Examples

Example 1:
private _base = getMissionLayerEntities "Base";
Example 2:
delete all objects within that layer after the player is over 800m away from _someObject:
waitUntil { sleep 1; (player distance _someObject) > 800 }; private _simpleObjects = (getMissionLayerEntities "Simple Objects") select 0; { deleteVehicle _x; } forEach _simpleObjects;
Example 3:
private _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
R3vo - c
Posted on Oct 26, 2016 - 15:27 (UTC)
After an object was deleted from a layer, getMissionLayerEntities will return <NULL-object> for the deleted object.