getMissionLayerEntities: Difference between revisions

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Useful for disabling / enabling whole parts of the scenario which you add to specific layer while editing.
Useful for disabling / enabling whole parts of the scenario which you add to specific layer while editing.
{{Informative | Default layers are not returned.}}
{{Feature | Informative | Default layers are not returned.}}


| [[getMissionLayerEntities]] layerName
| [[getMissionLayerEntities]] layerName

Revision as of 01:11, 7 February 2021

Hover & click on the images for description

Description

Description:
Description needed
Groups:
Eden EditorMission Information

Syntax

Syntax:
Syntax needed
Parameters:
layerName: String - Layer name in the editor. If multiple layers with the same name are present in the scenario, the first found one is used.
Return Value:
Array in format [objects:Array, markers:Array]

Alternative Syntax

Syntax:
getMissionLayerEntities layerID
Parameters:
layerID: Number - Layer ID in the editor.
Return Value:
Array in format [objects:Array, markers:Array]

Examples

Example 1:
_base = getMissionLayerEntities "Base";
Example 2:
waitUntil {(player distance _someObject) > 800}; { deleteVehicle _x; } forEach ((getMissionLayerEntities "Simple Objects") select 0); // Deletes all objects within that layer after the player is over 800m away from _someObject
Example 3:
_layer1337Entities = getMissionLayerEntities 1337;

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


Posted on October 26, 2016 - 15:27 (UTC)
R3vo
After an object was deleted from a layer, getMissionLayerEntities will return <NULL-object> for the deleted object.

Version: 1.65
Build: 139010