addCuratorEditableObjects: Difference between revisions

From Bohemia Interactive Community
m (Some wiki formatting)
No edit summary
 
Line 48: Line 48:
};
};
</sqf>
</sqf>
}}
{{Note
|user= POLPOX
|timestamp= 20250612110549
|text= Modernized script of R3vo's concept for efficient solution.
<sqf>if (isServer) then {
addMissionEventHandler ["EntityCreated",{
{
_x addCuratorEditableObjects [
[_this], true
];
} forEach allCurators;
}];
};</sqf>
}}
}}

Latest revision as of 13:05, 12 June 2025

Hover & click on the images for description

Description

Description:
Register objects which can be edited by a curator.
Groups:
Curator

Syntax

Syntax:
curatorObj addCuratorEditableObjects [objects, addCrew]
Parameters:
curatorObj: Object - curator module
objects: Array
addCrew: Boolean
Return Value:
Nothing

Examples

Example 1:
MyCuratorModule addCuratorEditableObjects [[MyCar], true];

Additional Information

See also:
Arma 3: Curator allCurators removeCuratorEditableObjects curatorEditableObjects

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 Jul 23, 2020 - 10:29 (UTC)
To continuously make all created objects editable for all Zeus use the following code:
if (isServer) then { 0 spawn { while { true } do { { _x addCuratorEditableObjects [ entities [[], ["Logic"], true /* include vehicle crew */, true /* exclude dead bodies */], true ]; } count allCurators; sleep 60; // change to whatever fits your needs }; }; };
POLPOX - c
Posted on Jun 12, 2025 - 11:05 (UTC)
Modernized script of R3vo's concept for efficient solution.
if (isServer) then { addMissionEventHandler ["EntityCreated",{ { _x addCuratorEditableObjects [ [_this], true ]; } forEach allCurators; }]; };