allPlayers: Difference between revisions
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* In a player-hosted game, the complete array of [[allPlayers]] may get delayed on mission start. Use [[BIS_fnc_listPlayers]] if you need it earlier. | * In a player-hosted game, the complete array of [[allPlayers]] may get delayed on mission start. Use [[BIS_fnc_listPlayers]] if you need it earlier. | ||
* The order of players in the return array may differ from server to clients. | * The order of players in the return array may differ from server to clients. | ||
| [[allPlayers]] | | [[allPlayers]] |
Revision as of 19:55, 29 January 2021
Description
- Description:
- Description needed
- Multiplayer:
- * In a player-hosted game, the complete array of allPlayers may get delayed on mission start. Use BIS_fnc_listPlayers if you need it earlier.
- The order of players in the return array may differ from server to clients.
- Groups:
- MultiplayerObject Detection
Syntax
- Syntax:
- Syntax needed
- Return Value:
- Return value needed
Examples
- Example 1:
- Get only human players:
private _headlessClients = entities "HeadlessClient_F"; private _humanPlayers = allPlayers - _headlessClients;
- Example 2:
{ systemChat format [ "Player %1 is %2", name _x, ["dead", "alive"] select alive _x ]; } forEach allPlayers;
- Example 3:
private _bluNums = west countSide allPlayers;
Additional Information
- See also:
- See also needed
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