getAssignedCuratorLogic: Difference between revisions

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|r1= [[Object]]
|r1= [[Object]]


|x1= <code>(getAssignedCuratorLogic [[player]]) [[removeCuratorEditableObjects]] [<nowiki/>[[allDead]], [[true]]];</code>
|x1= <sqf>(getAssignedCuratorLogic player) removeCuratorEditableObjects [allDead, true];</sqf>


|seealso= [[allCurators]] [[getAssignedCuratorUnit]]
|seealso= [[allCurators]] [[getAssignedCuratorUnit]]
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<dt></dt>
<dt></dt>
<dd class="notedate">Posted on August 17, 2014 - 17:04 (UTC)</dd>
<dd class="notedate">Posted on 2014-08-17 - 17:04 (UTC)</dd>
<dt class="note">[[User:SilentSpike|SilentSpike]]</dt>
<dt class="note">[[User:SilentSpike|SilentSpike]]</dt>
<dd class="note">
<dd class="note">
This command will return [[objNull]] if used immediately after the curator logic is assigned to the unit in question (this includes at mission time 0). To avoid problems use the following beforehand:
This command will return [[objNull]] if used immediately after the curator logic is assigned to the unit in question (this includes at mission time 0). To avoid problems use the following beforehand:
<code>waitUntil {![[isNull]] ([[getAssignedCuratorLogic]] unit)};</code>
<sqf>waitUntil {!isNull (getAssignedCuratorLogic unit)};</sqf>
</dd>
</dd>


</dl>
</dl>

Latest revision as of 22:59, 13 May 2023

Hover & click on the images for description

Description

Description:
Returns curator logic to which given player has access.
Groups:
Curator

Syntax

Syntax:
getAssignedCuratorLogic player
Parameters:
player: Object
Return Value:
Object

Examples

Example 1:
(getAssignedCuratorLogic player) removeCuratorEditableObjects [allDead, true];

Additional Information

See also:
allCurators getAssignedCuratorUnit

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 2014-08-17 - 17:04 (UTC)
SilentSpike
This command will return objNull if used immediately after the curator logic is assigned to the unit in question (this includes at mission time 0). To avoid problems use the following beforehand:
waitUntil {!isNull (getAssignedCuratorLogic unit)};