allPlayers: Difference between revisions

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} [[forEach]] [[allPlayers]];</code>
} [[forEach]] [[allPlayers]];</code>


|x3= <code>[[private]] _bluNums = [[west]] [[countSide]] [[allPlayers]];</code>
|x3= <code>private _bluNums = [[west]] [[countSide]] [[allPlayers]];</code>


|seealso= [[allCurators]] [[allGroups]] [[allDead]] [[allUnits]] [[switchableUnits]] [[playableUnits]] [[vehicles]] [[allUnitsUAV]] [[allDeadMen]] [[isPlayer]] [[playersNumber]]
|seealso= [[allCurators]] [[allGroups]] [[allDead]] [[allUnits]] [[switchableUnits]] [[playableUnits]] [[vehicles]] [[allUnitsUAV]] [[allDeadMen]] [[isPlayer]] [[playersNumber]]
}}
}}

Revision as of 12:01, 12 May 2022

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 only get human players.
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:
// only gets 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:
allCurators allGroups allDead allUnits switchableUnits playableUnits vehicles allUnitsUAV allDeadMen isPlayer playersNumber

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