addCuratorEditableObjects: Difference between revisions

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m (Text replacement - "<dd class="note">([^}]*)<code>([^<]*)<\/code>" to "<dd class="note">$1<sqf>$2</sqf>")
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|s1= curatorObj [[addCuratorEditableObjects]] [objects, addCrew]
|s1= curatorObj [[addCuratorEditableObjects]] [objects, addCrew]


|p1= curatorObj: [[Object]] - Curator module.
|p1= curatorObj: [[Object]] - Curator module


|p2= objects: [[Array]]
|p2= objects: [[Array]]
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|r1= [[Nothing]]
|r1= [[Nothing]]


|x1= <code>MyCuratorModule addCuratorEditableObjects <nowiki>[[</nowiki>MyCar], true<nowiki>]</nowiki>;</code>
|x1= <sqf>MyCuratorModule addCuratorEditableObjects [[MyCar], true];</sqf>


|seealso= [[Arma 3: Curator]] [[allCurators]] [[removeCuratorEditableObjects]] [[curatorEditableObjects]]
|seealso= [[Arma 3: Curator]] [[allCurators]] [[removeCuratorEditableObjects]] [[curatorEditableObjects]]

Revision as of 14:01, 13 May 2022

Hover & click on the images for description

Description

Description:
Register objects which can be edited by a curator.
Groups:
Curator

Syntax

Syntax:
curatorObj addCuratorEditableObjects [objects, addCrew]
Parameters:
curatorObj: Object - Curator module
objects: Array
addCrew: Boolean
Return Value:
Nothing

Examples

Example 1:
MyCuratorModule addCuratorEditableObjects [[MyCar], true];

Additional Information

See also:
Arma 3: Curator allCurators removeCuratorEditableObjects curatorEditableObjects

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 July 23, 2020 - 10:29 (UTC)
R3vo
To continuously make all created objects editable for all Zeus use the following code:
if isServer then { [] spawn { while {true} do { { _x addCuratorEditableObjects [ entities [[],["Logic"], true /* Include vehicle crew */,true /* Exclude dead bodies */], true ]; } count allCurators; sleep 60; // Change to whatever fits your needs }; }; };