allPlayers: Difference between revisions

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{{Command|Comments=
{{Command|Comments=
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| arma3 |Game name=
| arma3 |Game name=
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|gr2= Object Detection |GROUP2=
|gr2= Object Detection |GROUP2=
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| Returns a list of all units controlled by ''connected clients'' - human players including dead players, but also [[Arma 3 Headless Client|Headless Clients]].<br>
| Returns a list of all units controlled by ''connected clients'' - human players including dead players, but also [[Arma 3 Headless Client|Headless Clients]].<br>
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* In a player-hosted game, the complete array of [[allPlayers]] may get delayed on mission start. Use [[BIS_fnc_listPlayers]] if you need it earlier.
* In a player-hosted game, the complete array of [[allPlayers]] may get delayed on mission start. Use [[BIS_fnc_listPlayers]] if you need it earlier.
* The order of players in the return array may differ from server to clients. |Multiplayer=
* The order of players in the return array may differ from server to clients. |Multiplayer=
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| [[allPlayers]] |SYNTAX=
| [[allPlayers]] |SYNTAX=
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|x3= <code>[[private]] _bluNums = [[west]] [[countSide]] [[allPlayers]];</code> |EXAMPLE3=
|x3= <code>[[private]] _bluNums = [[west]] [[countSide]] [[allPlayers]];</code> |EXAMPLE3=


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| [[allCurators]], [[allGroups]], [[allDead]], [[allUnits]], [[switchableUnits]], [[playableUnits]], [[vehicles]], [[allUnitsUAV]], [[allDeadMen]], [[isPlayer]], [[playersNumber]] |SEEALSO=  
| [[allCurators]], [[allGroups]], [[allDead]], [[allUnits]], [[switchableUnits]], [[playableUnits]], [[vehicles]], [[allUnitsUAV]], [[allDeadMen]], [[isPlayer]], [[playersNumber]] |SEEALSO=  

Revision as of 01:02, 17 January 2021

Hover & click on the images for description

Description

Description:
Returns a list of all units controlled by connected clients - human players including dead players, but also Headless Clients.
Use BIS_fnc_listPlayers or see Example 1 to get human players only.
Multiplayer:
* In a player-hosted game, the complete array of allPlayers may get delayed on mission start. Use BIS_fnc_listPlayers if you need it earlier.
  • The order of players in the return array may differ from server to clients.
Groups:
MultiplayerObject Detection

Syntax

Syntax:
allPlayers
Return Value:
Array of Object

Examples

Example 1:
Get only human players: private _headlessClients = entities "HeadlessClient_F"; private _humanPlayers = allPlayers - _headlessClients;
Example 2:
{ systemChat format [ "Player %1 is %2", name _x, ["dead", "alive"] select alive _x ]; } forEach allPlayers;
Example 3:
private _bluNums = west countSide allPlayers;

Additional Information

See also:
allCuratorsallGroupsallDeadallUnitsswitchableUnitsplayableUnitsvehiclesallUnitsUAVallDeadMenisPlayerplayersNumber

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

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