allPlayers: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "\|x([0-9])= *<code>([^<]*)<\/code>" to "|x$1= <sqf>$2</sqf>") |
Lou Montana (talk | contribs) m (Text replacement - "<code>([^\[]+)<\/code>" to "<sqf>$1</sqf>") |
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Line 20: | Line 20: | ||
|x1= | |x1= | ||
< | <sqf>// only gets human players | ||
private _headlessClients = entities "HeadlessClient_F"; | private _headlessClients = entities "HeadlessClient_F"; | ||
private _humanPlayers = allPlayers - _headlessClients;</ | private _humanPlayers = allPlayers - _headlessClients;</sqf> | ||
|x2= <sqf>{ | |x2= <sqf>{ |
Revision as of 20:08, 13 May 2022
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:
- Example 2:
- Example 3:
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