setEditorObjectScope: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
m (Grammar.)
m (Text replacement - "\| *p([0-9]+) *=([^↵]+) -↵" to "|p$1=$2")
 
(48 intermediate revisions by 9 users not shown)
Line 1: Line 1:
{{Command|= Comments
{{RV|type=command
____________________________________________________________________________________________


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


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


| This command defines the level of access a user has to editor objects, "objects" is an array of either Editor Objects (eg [_unit_0]) or actual,Game Objects (eg [player]). If the array is empty then the command will automatically parse all editor objects. "editor type" is the editor type to effect (eg unit),or ? for none. "condition" is an executable string that must evaluate to true or false. If true, the scope of the evaluated editor object will be modified. "scope" is one of HIDE,VIEW,SELECT,LINKTO,LINKFROM,ALLNODRAG,ALLNOTREE or ALL. "subordinates" is a boolean value; if true then subordinates in the editor will be assigned the same scope as the parent. |= Description
|game3= tkoh
____________________________________________________________________________________________
|version3= 1.00


| map '''setEditorObjectScope''' [objects,editor type,condition,scope,subordinates also]|= Syntax
|game4= arma3
|version4= 0.50


|p1= map: [[Control]] -  |= PARAMETER1
|gr1= Game 2 Editor


|p2= [objects,editor type,condition,scope,subordinates also]: [[Array]] -  |= PARAMETER2
|descr= This command defines the level of access a user has to editor objects.


|p3= |= PARAMETER3
"objects" is an array of either [[Editor Object|Editor Objects]] (eg ["_unit_0"]) or actual [[Object|Game Objects]] (eg [player]). If the array is empty then the command will automatically parse all editor objects.


| [[Nothing]] |= RETURNVALUE
"editorType" is the editor type to effect (eg "unit", "vehicle", "center") or "" for all types.


"condition" is an executable string that must evaluate to true or false. If true, the scope of the evaluated editor object will be modified. "_x" can be used in the string as reference to the ingame representation of the currently processed array member.


|x1= <pre>_map setEditorObjectScope [[],vehicle,side effectiveCommander _x]</pre>|= EXAMPLE1
"scope" is one of "HIDE", "VIEW", "SELECT", "LINKTO", "LINKFROM", "ALLNODRAG", "ALLNOTREE", "ALLNOCOPY", "ALLNOSELECT" or "ALL".


____________________________________________________________________________________________
"subordinatesAlso" is a boolean value. If true then subordinates in the editor will be assigned the same scope as the parent.
{{Feature|informative|Some Old Editor Command}}


| |= SEEALSO
|s1= map [[setEditorObjectScope]] [objects, editorType, condition, scope, subordinatesAlso]


| |= MPBEHAVIOUR
|p1= map: [[Control]]
____________________________________________________________________________________________
|p2= [objects, editorType, condition, scope, subordinatesAlso]: [[Array]]
}}
 
|p3= objects: [[Array]] of [[Object]]s and/or [[Editor Object|Editor Objects]]
 
|p4= editorType: [[String]]
 
|p5= condition: [[String]]
 
|p6= scope: [[String]]
 
|p7= subordinatesAlso: [[Boolean]]
 
|r1= [[Nothing]]


<h3 style='display:none'>Notes</h3>
|x1= <sqf>_map setEditorObjectScope [[],"vehicle", "side effectiveCommander _x != side player", "HIDE", false];</sqf>
<dl class='command_description'>
<!-- Note Section BEGIN -->


<!-- Note Section END -->
|x2= <sqf>((findDisplay 128) displayCtrl 51) setEditorObjectScope [["_unit_0"], "", "true", "ALLNODRAG", false];</sqf>
</dl>


<h3 style='display:none'>Bottom Section</h3>
|seealso= [[addEditorObject]] [[deleteEditorObject]] [[findEditorObject]] [[getEditorObjectScope]] [[insertEditorObject]]
[[Category:ArmA 2: New Scripting Commands List|{{uc:{{PAGENAME}}}}]]
}}
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]

Latest revision as of 11:51, 26 March 2024

Hover & click on the images for description

Description

Description:
This command defines the level of access a user has to editor objects. "objects" is an array of either Editor Objects (eg ["_unit_0"]) or actual Game Objects (eg [player]). If the array is empty then the command will automatically parse all editor objects. "editorType" is the editor type to effect (eg "unit", "vehicle", "center") or "" for all types. "condition" is an executable string that must evaluate to true or false. If true, the scope of the evaluated editor object will be modified. "_x" can be used in the string as reference to the ingame representation of the currently processed array member. "scope" is one of "HIDE", "VIEW", "SELECT", "LINKTO", "LINKFROM", "ALLNODRAG", "ALLNOTREE", "ALLNOCOPY", "ALLNOSELECT" or "ALL". "subordinatesAlso" is a boolean value. If true then subordinates in the editor will be assigned the same scope as the parent.
Some Old Editor Command
Groups:
Game 2 Editor

Syntax

Syntax:
map setEditorObjectScope [objects, editorType, condition, scope, subordinatesAlso]
Parameters:
map: Control
[objects, editorType, condition, scope, subordinatesAlso]: Array
objects: Array of Objects and/or Editor Objects
editorType: String
condition: String
scope: String
subordinatesAlso: Boolean
Return Value:
Nothing

Examples

Example 1:
_map setEditorObjectScope [[],"vehicle", "side effectiveCommander _x != side player", "HIDE", false];
Example 2:
((findDisplay 128) displayCtrl 51) setEditorObjectScope [["_unit_0"], "", "true", "ALLNODRAG", false];

Additional Information

See also:
addEditorObject deleteEditorObject findEditorObject getEditorObjectScope insertEditorObject

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