getMissionLayerEntities: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "<code>([^<]*)\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^<]*) *<\/code>" to "<code>$1$2$3</code>") |
Lou Montana (talk | contribs) m (Text replacement - "<code>([^<]*)\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^<]*) *<\/code>" to "<code>$1$2$3</code>") |
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private _simpleObjects = (getMissionLayerEntities "Simple Objects") select 0; | private _simpleObjects = (getMissionLayerEntities "Simple Objects") select 0; | ||
{ | { | ||
deleteVehicle [[Magic Variables#x|_x]]; | |||
} forEach _simpleObjects;</code> | } forEach _simpleObjects;</code> | ||
Revision as of 13:06, 12 May 2022
Description
- Description:
- Returns all entities within the specific Eden Editor layer and its sub-layers. To be used when the scenario is running, not in the editor workspace. Useful to disable/enable whole parts of the scenario if layers are used during mission design.
- Groups:
- Eden EditorMission Information
Syntax
- Syntax:
- getMissionLayerEntities layerName
- Parameters:
- layerName: can be one of:
- Return Value:
- Array in format [[objects], [markers]] or empty array if the layer does not exist
Examples
- Example 1:
private _base = getMissionLayerEntities "Base";
- Example 2:
- delete all objects within that layer after the player is over 800m away from _someObject:
waitUntil { sleep 1; (player distance _someObject) > 800 }; private _simpleObjects = (getMissionLayerEntities "Simple Objects") select 0; { deleteVehicle _x; } forEach _simpleObjects;
- Example 3:
private _layer1337Entities = getMissionLayerEntities 1337;
Additional Information
- See also:
- get3DENLayerEntities
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 Oct 26, 2016 - 15:27 (UTC)
- After an object was deleted from a layer, getMissionLayerEntities will return <NULL-object> for the deleted object.