allMissionObjects: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "\|x([0-9])= *<code>([^<]*)<\/code>" to "|x$1= <sqf>$2</sqf>") |
Killzone Kid (talk | contribs) No edit summary |
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|x3= <sqf>_allMObjects = allMissionObjects "All";</sqf> | |x3= <sqf>_allMObjects = allMissionObjects "All";</sqf> | ||
|seealso= [[allDead]] [[allGroups]] [[allUnits]] [[entities]] [[vehicles]] [[allMines]] [[allSimpleObjects]] | |seealso= [[allObjects]] [[allDead]] [[allGroups]] [[allUnits]] [[entities]] [[vehicles]] [[allMines]] [[allSimpleObjects]] | ||
}} | }} |
Revision as of 08:33, 12 September 2022
Description
- Description:
- Returns all objects of the given type that are currently present in the mission. In some cases, the entities command is a much faster alternative to this command.
Some of the special types that can be detected with this command (and with nearestObject):- "" - returns everything, e.g. agents, bees, mosquitoes, footprints, armed mines, ...
- "all" - more restrictive than "": no ambient insects, only agents such as rabbits and snakes, no footprints, tracks, no armed mines
- "#slop" - blood drops
- "#mark" - unit footprints
- "#track" - vehicle tracks
- "#crater" - explosion craters on the ground
- "#crateronvehicle" - bullet marks on vehicles
- "#explosion" - explosions
- "#objectdestructed" - building, tree or bush destruction
- "#soundonvehicle" - sounds created with say3D for example
- "#dynamicsound" - sound sources created using createSoundSource
- "EmptyDetector" - all Triggers
- "Logic" - all game logics
- Multiplayer:
- Groups:
- Object Detection
Syntax
- Syntax:
- allMissionObjects type
- Parameters:
- type: String
- Return Value:
- Array of Objects
Examples
- Example 1:
- Example 2:
- Example 3:
Additional Information
Notes
-
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