allPlayers: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "<code>([^\[]+)<\/code>" to "<sqf>$1</sqf>") |
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* | * The complete array of [[allPlayers]] may get delayed on mission start in multiplayer. Use [[BIS_fnc_listPlayers]] if you need it earlier. | ||
* The order of players in the return array may differ from server to clients. | * The order of players in the return array may differ from server to clients. | ||
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|x3= <sqf>private _bluNums = west countSide allPlayers;</sqf> | |x3= <sqf>private _bluNums = west countSide allPlayers;</sqf> | ||
|seealso= [[allCurators]] [[allGroups]] [[allDead]] [[allUnits]] [[switchableUnits]] [[playableUnits]] [[vehicles]] [[allUnitsUAV]] [[allDeadMen]] [[isPlayer]] [[playersNumber]] | |seealso= [[allCurators]] [[allGroups]] [[allDead]] [[allUnits]] [[switchableUnits]] [[playableUnits]] [[vehicles]] [[allUnitsUAV]] [[allDeadMen]] [[isPlayer]] [[playersNumber]] [[allUsers]] [[getUserInfo]] | ||
}} | }} |
Revision as of 07:37, 6 August 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:
-
- The complete array of allPlayers may get delayed on mission start in multiplayer. 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 allUsers getUserInfo
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