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{{ | {{RV|type=command | ||
| ofp |= | |game1= ofp | ||
|version1= 1.00 | |||
|1.00 | |game2= ofpe | ||
|version2= 1.00 | |||
| | |game3= arma1 | ||
|version3= 1.00 | |||
| | |game4= arma2 | ||
|version4= 1.00 | |||
|game5= arma2oa | |||
|version5= 1.50 | |||
| | |game6= tkoh | ||
|version6= 1.00 | |||
| | |game7= arma3 | ||
|version7= 0.50 | |||
| | |arg= global | ||
|eff= local | |||
| | |||
| | |gr1= Triggers | ||
|descr= List of units that would activate given [[Triggers|Trigger]]. | |||
It returns nothing before the simulation started, i.e. in (undelayed) init.sqf files. Returns a '''[[Array#Array properties|pointer]]''' to the trigger's list after the simulation started.<br> | |||
Since this is just a ''reference'' this means that the value in your local variable will change as the content of the trigger area changes. | |||
To permanently copy the returned list to a different variable, use <sqf inline>_mylist = +(list triggerOne)</sqf>. | |||
The second example can be used inside the trigger (in that case, no need to name your trigger). | |||
The list returned for trigger of type "Not present" is the same as that returned for type "present". | |||
{{Feature|important|While the command can query any trigger, local or remote, the result will be only for the trigger condition set on the local client. See [[createTrigger]] for more info.}} | |||
|s1= [[list]] trigger | |||
|p1= trigger: [[Object]] | |||
|r1= [[Array]] or [[Nothing]] | |||
|x1= <sqf>_triggerList = list _triggerOne;</sqf> | |||
|x2= <sqf>hint format ["%1", thisList];</sqf> | |||
|seealso= [[setTriggerActivation]] [[createTrigger]] [[thisList]] | |||
}} | }} | ||
{{Note | |||
|user= TeaCup | |||
< | |timestamp= 20130306141500 | ||
|text= Calling [[list]] immediately after creating a trigger via [[createTrigger]] (and setting up activation, area, statements, timeout, etc..), will return {{hl|<null>}} instead of an array. It seems the trigger needs about 1 second to initialise, after which it will behave as expected: returning an array of all the objects inside the trigger (the ones matching the criteria), or an empty array. | |||
}} | |||
{{Note | |||
|user= 7erra | |||
|timestamp= 20210106015800 | |||
|text= The resulting array is not modifiable. Any [[:Category:Command_Group:_Arrays|array related commands]], that modify the original array, will fail with the error message: {{hl|Error Reserved variable in expression}}. | |||
[[ | }} | ||
Latest revision as of 14:51, 12 July 2022
Description
- Description:
- List of units that would activate given Trigger.
It returns nothing before the simulation started, i.e. in (undelayed) init.sqf files. Returns a pointer to the trigger's list after the simulation started.
Since this is just a reference this means that the value in your local variable will change as the content of the trigger area changes. To permanently copy the returned list to a different variable, use _mylist = +(list triggerOne). The second example can be used inside the trigger (in that case, no need to name your trigger). The list returned for trigger of type "Not present" is the same as that returned for type "present". - Groups:
- Triggers
Syntax
Examples
- Example 1:
- Example 2:
Additional Information
- See also:
- setTriggerActivation createTrigger thisList
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 Mar 06, 2013 - 14:15 (UTC)
- Calling list immediately after creating a trigger via createTrigger (and setting up activation, area, statements, timeout, etc..), will return <null> instead of an array. It seems the trigger needs about 1 second to initialise, after which it will behave as expected: returning an array of all the objects inside the trigger (the ones matching the criteria), or an empty array.
- Posted on Jan 06, 2021 - 01:58 (UTC)
- The resulting array is not modifiable. Any array related commands, that modify the original array, will fail with the error message: Error Reserved variable in expression.
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Triggers
- Scripting Commands: Local Effect