playableUnits: Difference between revisions

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playableUnits will return [u3,u6], and true for  isNil "u1", isNil "u2"... until another player takes the slot.
playableUnits will return [u3,u6], and true for  isNil "u1", isNil "u2"... until another player takes the slot.
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Revision as of 17:07, 13 June 2021

Hover & click on the images for description

Description

Description:
Description needed
Groups:
MultiplayerObject Detection

Syntax

Syntax:
playableUnits
Return Value:
Array

Examples

Example 1:
{ _x groupChat "I'm a playable unit."; } forEach playableUnits;
Example 2:
_playableInGroup = units group player arrayIntersect playableUnits;
Example 3:
_nonPlayableInGroup = units group player - playableUnits;

Additional Information

See also:
playableSlotsNumberallPlayersallCuratorsallGroupsallDeadswitchableUnitsvehiclesallUnitsUAVallDeadMenisPlayerplayersNumber

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 December 23, 2014 - 23:13 (UTC)
DreadedEntity
To get a list of all player-controlled units: _allPlayers = []; { if (isPlayer _x) then { _allPlayers pushBack _x; }; } forEach playableUnits;
Posted on August 16, 2015 - 10:05 (UTC)
FR Starfox64
playableUnits will not return dead players, use allPlayers instead.
Posted on February 14, 2017 - 22:05 (UTC)
Pierre MGI
Using the Editor (multiplayer attributes) for unchecking "enable AI", or disabling AI(s) in lobby, will make playableUnits as a public variable, updated by each JIP on disabled slot. So, if all slots are disabled AI, playableUnits is same as allPlayers
Furthermore, in this case, non-played slot (playable and disabled AI) units simply don't exist!
i.e. If you name 8 playable units: u1..u8, then 2 players in game: u3 & u6
playableUnits will return [u3,u6], and true for isNil "u1", isNil "u2"... until another player takes the slot.