allPlayers: Difference between revisions

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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.


| [[allPlayers]]
| [[allPlayers]]

Revision as of 19:55, 29 January 2021

Hover & click on the images for description

Description

Description:
Description needed
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:
Syntax needed
Return Value:
Return value needed

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:
See also needed

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