allPlayers: Difference between revisions

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m (Text replacement - "\|x([0-9])= *<code>([^<]*)<\/code>" to "|x$1= <sqf>$2</sqf>")
m (Text replacement - "<code>([^\[]+)<\/code>" to "<sqf>$1</sqf>")
Line 20: Line 20:


|x1=
|x1=
<code>// only gets human players
<sqf>// only gets human players
private _headlessClients = entities "HeadlessClient_F";
private _headlessClients = entities "HeadlessClient_F";
private _humanPlayers = allPlayers - _headlessClients;</code>
private _humanPlayers = allPlayers - _headlessClients;</sqf>


|x2= <sqf>{
|x2= <sqf>{

Revision as of 20:08, 13 May 2022

Hover & click on the images for description

Description

Description:
Returns a list of all units controlled by connected clients - human players including dead players, but also Headless Clients.
Use BIS_fnc_listPlayers or see Example 1 to only get human players.
Multiplayer:
  • In a player-hosted game, the complete array of allPlayers may get delayed on mission start. Use BIS_fnc_listPlayers if you need it earlier.
  • The order of players in the return array may differ from server to clients.
Groups:
MultiplayerObject Detection

Syntax

Syntax:
allPlayers
Return Value:
Array of Object

Examples

Example 1:
// only gets human players private _headlessClients = entities "HeadlessClient_F"; private _humanPlayers = allPlayers - _headlessClients;
Example 2:
{ systemChat format [ "Player %1 is %2", name _x, ["dead", "alive"] select alive _x ]; } forEach allPlayers;
Example 3:
private _bluNums = west countSide allPlayers;

Additional Information

See also:
allCurators allGroups allDead allUnits switchableUnits playableUnits vehicles allUnitsUAV allDeadMen isPlayer playersNumber

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