vehicles: Difference between revisions
Jump to navigation
Jump to search
(updated SeeAlso) |
No edit summary |
||
Line 29: | Line 29: | ||
|seealso= [[allGroups]] [[allUnits]] [[units]] [[entities]] [[agents]] [[playableUnits]] [[switchableUnits]] [[allPlayers]] [[allDead]] [[allDeadMen]] [[allUnitsUAV]] [[allCurators]] [[allObjects]] [[allMissionObjects]] [[allSimpleObjects]] [[allMines]] | |seealso= [[allGroups]] [[allUnits]] [[units]] [[entities]] [[agents]] [[playableUnits]] [[switchableUnits]] [[allPlayers]] [[allDead]] [[allDeadMen]] [[allUnitsUAV]] [[allCurators]] [[allObjects]] [[allMissionObjects]] [[allSimpleObjects]] [[allMines]] | ||
}} | |||
{{Note | |||
|user= Sa-Matra | |||
|timestamp= 20240618061800 | |||
|text= This command returns a lot of crap that is not really a vehicle - ground weapon holder, clutter cutters, etc. It also skips "out" vehicles (disassembled drones and statics). Be careful iterating through it as it may be expensive. | |||
Here is a list of most vehicle simulations that are returned by this command: | |||
<sqf>airplanex | |||
artillerymarker | |||
car | |||
carx | |||
fire | |||
helicopterrtd | |||
lasertarget | |||
motorcycle | |||
nvmarker | |||
parachute | |||
paraglide | |||
rope | |||
shipx | |||
submarinex | |||
suppresstarget | |||
tankx | |||
thing | |||
thingx</sqf> | |||
Generated using this code bit: | |||
<sqf> | |||
private _sims = createHashMap; | |||
{ | |||
private _sim = toLowerANSI getText(_x >> "simulation"); | |||
if!(_sim in _sims) then { | |||
_sims set [_sim, configName _x]; | |||
}; | |||
} forEachReversed ("getNumber(_x >> 'scope') > 0" configClasses (configFile >> "CfgVehicles")); | |||
private _used_sims = []; | |||
{ | |||
if(createVehicle [_y, [random 1e5,random 1e5,random 1e5], [], 0, "CAN_COLLIDE"] in vehicles) then { | |||
_used_sims pushBack _x; | |||
}; | |||
} forEach _sims; | |||
_used_sims sort true; | |||
copyToClipboard (_used_sims joinString toString [10]);</sqf> | |||
There is probably more simulations not listed like non-x versions of vehicle simulations but these are ones actually used in A3. | |||
}} | }} |
Revision as of 07:18, 18 June 2024
Description
- Description:
- Returns an array of all vehicles available to current client. This command returns both empty and crewed vehicles but not soldiers. It will also return "WeaponHolderSimulated" of dead bodies (weapon on the ground). Vehicles created with createVehicleLocal will only be returned on the client that created them.
- Groups:
- Object Detection
Syntax
Examples
- Example 1:
Additional Information
- See also:
- allGroups allUnits units entities agents playableUnits switchableUnits allPlayers allDead allDeadMen allUnitsUAV allCurators allObjects allMissionObjects allSimpleObjects allMines
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 Jun 18, 2024 - 06:18 (UTC)
-
This command returns a lot of crap that is not really a vehicle - ground weapon holder, clutter cutters, etc. It also skips "out" vehicles (disassembled drones and statics). Be careful iterating through it as it may be expensive.
Here is a list of most vehicle simulations that are returned by this command:
Generated using this code bit:airplanex artillerymarker car carx fire helicopterrtd lasertarget motorcycle nvmarker parachute paraglide rope shipx submarinex suppresstarget tankx thing thingxThere is probably more simulations not listed like non-x versions of vehicle simulations but these are ones actually used in A3.private _sims = createHashMap; { private _sim = toLowerANSI getText(_x >> "simulation"); if!(_sim in _sims) then { _sims set [_sim, configName _x]; }; } forEachReversed ("getNumber(_x >> 'scope') > 0" configClasses (configFile >> "CfgVehicles")); private _used_sims = []; { if(createVehicle [_y, [random 1e5,random 1e5,random 1e5], [], 0, "CAN_COLLIDE"] in vehicles) then { _used_sims pushBack _x; }; } forEach _sims; _used_sims sort true; copyToClipboard (_used_sims joinString toString [10]);
Categories:
- Scripting Commands
- Introduced with Armed Assault version 1.00
- ArmA: Armed Assault: New Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Object Detection
- Scripting Commands: Local Effect