allPlayers: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "\| *((\[\[.*\]\],? ?)+) * \}\}" to "|seealso= $1 }}") |
Lou Montana (talk | contribs) m (Text replacement - "\|gr([0-9]+) = " to "|gr$1= ") |
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|gr1 = Multiplayer | |gr1= Multiplayer | ||
|gr2= Object Detection | |gr2= Object Detection |
Revision as of 13:48, 11 April 2021
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:
- 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