BIS fnc synchronizedObjects: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
m (Text replacement - " *\| *([Cc]omments|COMMENTS|[Gg]ame [Nn]ame|Game [Vv]ersion|Game Version \(number surrounded by NO SPACES\)|Multiplayer Arguments \("local" or "global"\)|Multiplayer Effects \("local" or "global"\)|Multiplayer Execution \("server" o...)
m (Text replacement - "<h3 style="display:none">Bottom Section</h3> " to "")
Line 24: Line 24:
}}
}}


<h3 style="display:none">Bottom Section</h3>


[[Category:Functions|{{uc:synchronizedObjects}}]]
[[Category:Functions|{{uc:synchronizedObjects}}]]
[[Category:{{Name|arma3}}: Functions|{{uc:synchronizedObjects}}]]
[[Category:{{Name|arma3}}: Functions|{{uc:synchronizedObjects}}]]

Revision as of 01:32, 18 January 2021

Hover & click on the images for description

Description

Description:
Get all objects of given type directly synchronized to the given object. Works in Eden Editor too.
Execution:
call
Groups:
Object Manipulation

Syntax

Syntax:
[object,filter,preciseMatch] call BIS_fnc_synchronizedObjects
Parameters:
object: Object - Parent object
filter: String or Array of strings - Class name filter. 1 or more class name of objects we are interested in
preciseMatch: Boolean - (Optional, default true) - If true only precise class names are considered, if false inheritance is considered
Return Value:
Array - Synchronized objects

Examples

Example 1:
[BIS_Poliakko,"LocationArea_F"] call BIS_fnc_synchronizedObjects;

Additional Information

See also:
BIS_fnc_allSynchronizedObjects

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