allUnits: Difference between revisions

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{{Command|= Comments
{{RV|type=command
____________________________________________________________________________________________


| arma2 |= Game name
|game1= arma2
|version1= 1.00


|1.00|= Game version
|game2= arma2oa
____________________________________________________________________________________________
|version2= 1.50


| Return a list of all units (all persons except agents) outside and inside vehicles, created on the following sides [[east]], [[west]], [[resistance]]/[[independent]] and [[civilian]] only. Does not contain units of [[sideLogic]]. Dead units and units awaiting for respawn are also excluded. |= Description
|game3= tkoh
____________________________________________________________________________________________
|version3= 1.00


| '''allUnits''' |= Syntax
|game4= arma3
|version4= 0.50


|p1= |= PARAMETER1
|gr1= Object Detection


|p2= |= PARAMETER2
|descr= Returns a list of all units, '''except agents, dead units or units waiting for respawn''', outside and inside vehicles that were created on the following sides [[east]], [[west]], [[independent]] and [[civilian]].
{{Feature|arma3|To get all units of given side, use {{hl|[[units]] [[Side]]}}.}}


|p3= |= PARAMETER3
|s1= [[allUnits]]


| [[Array]] |= RETURNVALUE
|r1= [[Array]] - array of [[Object|object]]s


|x1= <sqf>{ _x setDamage 0.5; _x groupChat "Braaains"; } forEach allUnits;</sqf>


|x1= <code>{_x [[setDamage]] 0.5; _x [[groupChat]] "Braaains"} [[forEach]] [[allUnits]];</code>|= EXAMPLE1
|x2= <sqf>allUnits apply { diag_log _x; };</sqf>


____________________________________________________________________________________________
|seealso= [[allGroups]] [[groups]] [[units]] [[vehicles]] [[entities]] [[agents]] [[playableUnits]] [[switchableUnits]] [[allPlayers]] [[allDead]] [[allDeadMen]] [[allUnitsUAV]] [[allCurators]] [[allObjects]] [[allMissionObjects]] [[allSimpleObjects]] [[allMines]]
 
}}
| [[allPlayers]], [[allGroups]], [[allDead]], [[playableUnits]], [[switchableUnits]], [[units]], [[vehicles]], [[allUnitsUAV]], [[allCurators]], [[playersNumber]] |= SEEALSO


| |= MPBEHAVIOUR
{{Note
____________________________________________________________________________________________
|user= Pierre MGI
|timestamp= 20180906164300
|text= It returns also BIS_SUPP_HQ created by support modules and headquarters Entity from HQ modules.
}}
}}
<h3 style='display:none'>Notes</h3>
<dl class='command_description'>
<!-- Note Section BEGIN -->
<dd class="notedate">Posted on September 6, 2018
<dt class="note">'''[[User:Pierre MGI|Pierre MGI]]'''
<dd class="note">It returns also BIS_SUPP_HQ created by support modules and headquarters Entity from HQ modules.
<!-- Note Section END -->
</dl>
<h3 style='display:none'>Bottom Section</h3>
[[Category:ArmA 2: New Scripting Commands List|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
[[Category:Arma 3: Scripting Commands]]
[[Category:Scripting Commands Take On Helicopters|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]

Latest revision as of 12:39, 8 November 2023

Hover & click on the images for description

Description

Description:
Returns a list of all units, except agents, dead units or units waiting for respawn, outside and inside vehicles that were created on the following sides east, west, independent and civilian.
Arma 3
To get all units of given side, use units Side.
Groups:
Object Detection

Syntax

Syntax:
allUnits
Return Value:
Array - array of objects

Examples

Example 1:
{ _x setDamage 0.5; _x groupChat "Braaains"; } forEach allUnits;
Example 2:
allUnits apply { diag_log _x; };

Additional Information

See also:
allGroups groups units vehicles entities agents playableUnits switchableUnits allPlayers allDead allDeadMen allUnitsUAV allCurators allObjects allMissionObjects allSimpleObjects allMines

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
Pierre MGI - c
Posted on Sep 06, 2018 - 16:43 (UTC)
It returns also BIS_SUPP_HQ created by support modules and headquarters Entity from HQ modules.