allObjects: Difference between revisions
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(Change group to Object Detection) |
BrettMayson (talk | contribs) mNo edit summary |
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|p21= objectType: [[String]] - type of the objects (will exact match return of [[typeOf]]) | |p21= objectType: [[String]] - type of the objects (will exact match return of [[typeOf]]) | ||
|p22= objectCollection: [[Number]] - see main syntax above | |p22= objectCollection: [[Number]] - see main syntax above | ||
|r1= [[Array]] - array of [[Object]]s | |||
|x1= <sqf>private _visitorBuildings = 1 allObjects 0;</sqf> | |x1= <sqf>private _visitorBuildings = 1 allObjects 0;</sqf> |
Revision as of 06:07, 27 November 2023
Description
- Description:
- Returns array of requested objects as fast as the engine allows it. The objects can be requested by object type and simulation kind.
- Groups:
- Object Detection
Syntax
- Syntax:
- objectType allObjects objectCollection
- Parameters:
- objectType: Number - type can be a combination of types according to bit flag operation (see getObjectType):
- -1 - 2.12 All types incl. nulls (nulls exist with 'objectCollection' 7 and 8)
- 1 - Primary - normal object placed in Terrain Builder, part of landscape
- 2 - Network - road placed in Terrain Builder, part of landscape
- 4 - Temporary - temporary object (like vehicle tracks)
- 8 - TypeVehicle - entity added by game
- 16 - TypeTempVehicle - temporary entity
- 32 - LandDecal - land decal
- objectCollection: Number - supported values:
- 0 - Slow (and very slow) entities: some houses, rubbles, street lamps, churches, etc
- 1 - Normal entities: vehicles etc
- 2 - Fast entities: shots and other high precision entities
- 3 - Cloudlets: smokes, dust, etc
- 4 - Out vehicles: objects that are not listed anywhere else, holders, etc
- 5 - Animals: animals, birds, insects, etc
- 6 - Mines: mines
- 7 - 2.12 Sensor map: ordered triggers. When trigger is created it is added to this collection in the order of creation. When deleted it becomes null. Use 'objectType' -1 to include nulls
- 8 - 2.12 Vehicle map: ordered vehicles. When vehicle is created it is added to this collection in the order of creation. When deleted it becomes null. Use 'objectType' -1 to include nulls
- Return Value:
- Array - array of Objects
Alternative Syntax
- Syntax:
- objectType allObjects objectCollection
- Parameters:
- objectType: String - type of the objects (will exact match return of typeOf)
- objectCollection: Number - see main syntax above
- Return Value:
- Nothing
Examples
- Example 1:
- Example 2:
- Example 3:
- onEachFrame { hintSilent str [ count (63 allObjects 0), count (63 allObjects 1), count (63 allObjects 2), count (63 allObjects 3), count (63 allObjects 4), count (63 allObjects 5), count (63 allObjects 6) ]; };
- Example 4:
Additional Information
- See also:
- getObjectFOV cursorObject cursorTarget createSimpleObject allMissionObjects setObjectViewDistance getObjectViewDistance objectParent object getObjectType allPlayers allGroups allDead playableUnits switchableUnits units vehicles allUnitsUAV allCurators playersNumber
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 Nov 30, 2022 - 17:32 (UTC)
- This command (63 allObjects 0) will return lamps or poles but not houses. Use nearestTerrainObjects instead.