setEditorObjectScope: Difference between revisions

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{{Command|= Comments
{{RV|type=command
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| arma2 |= Game name
|game1= arma2
|version1= 1.00


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


| This command defines the level of access a user has to editor objects.
|game3= tkoh
|version3= 1.00
 
|game4= arma3
|version4= 0.50
 
|gr1= Game 2 Editor
 
|descr= This command defines the level of access a user has to editor objects.


"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.
"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.
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"scope" is one of "HIDE", "VIEW", "SELECT", "LINKTO", "LINKFROM", "ALLNODRAG", "ALLNOTREE", "ALLNOCOPY", "ALLNOSELECT" or "ALL".
"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. |= Description
"subordinatesAlso" is a boolean value. If true then subordinates in the editor will be assigned the same scope as the parent.
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{{Feature|informative|Some Old Editor Command}}
 
| map [[setEditorObjectScope]] [objects, editorType, condition, scope, subordinatesAlso]|= Syntax
 
|p1= map: [[Control]] -  |= PARAMETER1
 
|p2= [objects, editorType, condition, scope, subordinatesAlso]: [[Array]] -  |= PARAMETER2


|p3= objects: [[Array]] of [[Object|Objects]] and/or [[Editor Object|Editor Objects]] |= PARAMETER3
|s1= map [[setEditorObjectScope]] [objects, editorType, condition, scope, subordinatesAlso]


|p4= editorType: [[String]] |= PARAMETER4
|p1= map: [[Control]]
|p2= [objects, editorType, condition, scope, subordinatesAlso]: [[Array]]


|p5= condition: [[String]] |= PARAMETER5
|p3= objects: [[Array]] of [[Object]]s and/or [[Editor Object|Editor Objects]]


|p6= scope: [[String]] |= PARAMETER6
|p4= editorType: [[String]]


|p7= subordinatesAlso: [[Boolean]] |= PARAMETER7
|p5= condition: [[String]]


| [[Nothing]] |= RETURNVALUE
|p6= scope: [[String]]


|p7= subordinatesAlso: [[Boolean]]


|x1= <code>_map [[setEditorObjectScope]] [ [],"vehicle", "side effectiveCommander _x != side player", "HIDE", false]</code> |= EXAMPLE1
|r1= [[Nothing]]


|x2= <code>((findDisplay 128) displayCtrl 51) [[setEditorObjectScope]] [ ["_unit_0"], "", "true", "ALLNODRAG", false]</code> |= EXAMPLE2
|x1= <sqf>_map setEditorObjectScope [[],"vehicle", "side effectiveCommander _x != side player", "HIDE", false];</sqf>


____________________________________________________________________________________________
|x2= <sqf>((findDisplay 128) displayCtrl 51) setEditorObjectScope [["_unit_0"], "", "true", "ALLNODRAG", false];</sqf>


| [[addEditorObject]], [[deleteEditorObject]], [[findEditorObject]], [[getEditorObjectScope]], [[insertEditorObject]] |= SEEALSO
|seealso= [[addEditorObject]] [[deleteEditorObject]] [[findEditorObject]] [[getEditorObjectScope]] [[insertEditorObject]]
 
|  |= MPBEHAVIOUR
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}}
}}
<h3 style='display:none'>Notes</h3>
<dl class='command_description'>
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</dl>
<h3 style='display:none'>Bottom Section</h3>
[[Category:ArmA 2: New Scripting Commands List|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]
[[Category:Command_Group:_Editor_Control|{{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