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Introduced with Operation Flashpoint version 1.00

Click on the images for descriptions

Introduced in

Operation Flashpoint


Returns the side of a unit, vehicle, object or location. Once dead, a unit will be on the civilian side. Query the side of the Group to get a reliable result.

When used in conjunction with a format statement hint format["%1", side player], the returned strings are: "WEST", "EAST", "GUER", "CIV", "LOGIC", "ENEMY" (eg: renegades), "FRIENDLY", "AMBIENT LIFE", "EMPTY" or "UNKNOWN".


side object
object: Object or Group
Return Value:

Alternative Syntax

side location
location: Location
Return Value:


Example 1:
if (side player == west) then {hint "Player is on the West side"};
Example 2:
_sideAlsoWorkingForDead = side group player;
Example 3:
_sideLocation = side myLocation;
Example 4:
SQS ? (side player == west) : hint "Player is on the West side."

Additional Information

See also:
CfgVehicles config side valueSideplayerSidewesteastresistanceciviliansideLogicsideFriendlysideEnemysideUnknownsideEmptysideAmbientLifeSide relations


Only post proven facts here. Report bugs on the feedback tracker. Use the talk page or the forums for discussions.
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In ArmA, the following objects are on side civilian: dead bodies and vehicles, empty vehicles, all mission editor placed objects (that do not have an inherit side), all objects with interactive components such as ladders and doors, man made structures such as buildings (including classless wrp placed objects), docks, high tension powerlines, see-saws, large rubbish bins, fountains. Basically if an object uses a non-simple damage or physics simulation it is likely to be on the civilian side. NOTE: If you need to know the side of a dead body, you can use faction command as a workaround -- Killzone_Kid
In OFP 1.96, side return value for empty vehicles will be civilian.
In OFP v1.96, the side return value for a vehicle is based on the side of it's commander, then gunner, then driver, then cargo. It will retain it's side value until it is either empty, or a unit of another side takes over in a equal or higher role, irrespective of the side of other units still on board. This can be used to simulate friendly fire, as a vehicle can be made to appear to be an enemy even though all units on board are actually friendly.
Units with negative score(rating) are sideEnemy.
The Side for civilians is civilian and the string name of the side is "CIV". For Resistance/Independent (Guerilla) they are resistance and "GUER".
As CEEB says above, in ArmA2, side for a vehicle often depends on who the command or driver is, for example, A KA52, piloted by a USMC guy will have side WEST. For an accurate result of what 'where the vehicle was made', use faction. This ignores the pilot/commander, so in my example here, this KA52 will always return faction "RU". Note that faction returns different values to side though.
Side values for ambient life (animals) are bizarre. side _unit returns "CIV", but playerSide returns "AMBIENT LIFE" when the player is an animal. In that case, playerSide == side player returns false! Fortunately, you can easily check if a unit is an animal with _unit isKindOf "ANIMAL"'
Units who set via 'this setcaptive true' are always on side civilian.

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Posted on July 30, 2015 - 09:23 (UTC)
This is probably the most confusing section of the wiki so here I give my clarification:
In ArmA3 1.48, forEach'ing playableUnits to find certain players from certain sides, you will need to do it like this:
if (side _x isEqualTo EAST) then { diag_log format["%1's side is %2", name _x, side _x];
Instead, this page might trick you into thinking that you will need to check for player's side like this:
side _x isEqualTo "EAST" ^^^^^ That does NOT work.