getAssignedCuratorUnit: Difference between revisions

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m (Removed: Misleading comment. Synchronization does NOT define player assigned to to Zeus module, it's set by "Owner" attribute. It's because synchronization is not JIP friendly.)
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This command will return [[objNull]] if used immediately after the curator unit is assigned to the logic in question (this includes at mission time 0). To avoid problems use the following beforehand: <code>[[waitUntil]] {![[isNull]] ([[getAssignedCuratorUnit]] logic)};</code>
This command will return [[objNull]] if used immediately after the curator unit is assigned to the logic in question (this includes at mission time 0). To avoid problems use the following beforehand: <code>[[waitUntil]] {![[isNull]] ([[getAssignedCuratorUnit]] logic)};</code>
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<dd class="notedate">Posted on November 8, 2015 - 12:46 (UTC)</dd>
<dt class="note">[[User:Terox|Terox]]</dt>
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It is possible to return the player units assigned to the logic at preinit by returning the synchronizedObjects on that curator logic then filtering out the man class units
<code>{systemchat format ["%1 assigned to %2", _x, synchronizedObjects _x];}foreach allcurators; </code>
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Revision as of 09:49, 9 November 2015

Hover & click on the images for description

Description

Description:
Returns unit assigned to curator logic.
Groups:
Uncategorised

Syntax

Syntax:
getAssignedCuratorUnit curatorObj
Parameters:
curatorObj: Object - Curator module.
Return Value:
Object

Examples

Example 1:
_curatorUnit = getAssignedCuratorUnit (allCurators select 0); _curatorUnit joinAs [createGroup civilian, 0];

Additional Information

See also:
getAssignedCuratorLogic

Notes

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Only post proven facts here! Add Note

Notes

Bottom Section

Posted on August 17, 2014 - 17:06 (UTC)
SilentSpike
This command will return objNull if used immediately after the curator unit is assigned to the logic in question (this includes at mission time 0). To avoid problems use the following beforehand: waitUntil {!isNull (getAssignedCuratorUnit logic)};