side: Difference between revisions
Jump to navigation
Jump to search
(mass edit: removing obsolete </dt> and </dd> tags) |
m (Text replace - "{{uc:{{PAGENAME}}}}" to "{{uc:{{PAGENAME}}}} {{uc:{{PAGENAME}}}}") |
||
Line 90: | Line 90: | ||
[[Category:Command_Group:_Object_Information|{{uc:{{PAGENAME}}}}]] | [[Category:Command_Group:_Object_Information|{{uc:{{PAGENAME}}}}]] | ||
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]] | [[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]] | ||
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]] |
Revision as of 11:38, 2 November 2011
Description
- Description:
- Returns the side of a unit or object. Once dead, a unit will be on the civilian side. Query the side of the Group to get a reliable result. When used in conjunction with a format statement (hint format["%1",side player]), the returned strings are: "WEST", "EAST", "GUER", "CIV", "LOGIC", "ENEMY" (eg: renegades), "AMBIENT LIFE" or "UNKNOWN".
- Groups:
- Uncategorised
Syntax
Examples
- Example 1:
? (side player == west) : hint "You are on the West side."
SQS- Example 2:
if (side player == west) then {hint "You are on the West side.";};
SQF- Example 3:
_sideAlsoWorkingForDead = side (group player);
Additional Information
- See also:
- SideplayerSidewesteastresistanceciviliansideLogicsideFriendlysideEnemyside locationSide relations
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
Notes
- Ceeeb
- In ArmA, the following objects are on side civilian: dead bodies and vehicles, empty vehicles, all mission editor placed objects (that do not have an inherit side), all objects with interactive components such as ladders and doors, man made structures such as buildings (including classless wrp placed objects), docks, high tension powerlines, see-saws, large rubbish bins, fountains. Basically if an object uses a non-simple damage or physics simulation it is likely to be on the civilian side.
- Bdfy
- In OFP 1.96, side return value for empty vehicles will be civilian.
- Ceeeb
- In OFP v1.96, the side return value for a vehicle is based on the side of it's commander, then gunner, then driver, then cargo. It will retain it's side value until it is either empty, or a unit of another side takes over in a equal or higher role, irrespective of the side of other units still on board. This can be used to simulate friendly fire, as a vehicle can be made to appear to be an enemy even though all units on board are actually friendly.
- Crowe
- Units with negative score(rating) are sideEnemy.
- Shuko
- The Side for civilians is civilian and the string name of the side is "CIV". For Resistance/Independent (Guerilla) they are resistance and "GUER".
- Tankbuster
- As CEEB says above, in ArmA2, side for a vehicle often depends on who the command or driver is, for example, A KA52, piloted by a USMC guy will have side WEST. For an accurate result of what 'where the vehicle was made', use faction. This ignores the pilot/commander, so in my example here, this KA52 will always return faction "RU". Note that faction returns different values to side though.
- RKurtzDmitriyev
- Side values for ambient life (animals) are bizarre. side _unit returns "CIV", but playerSide returns "AMBIENT LIFE" when the player is an animal. In that case, playerSide == side player returns false! Fortunately, you can easily check if a unit is an animal with _unit isKindOf "ANIMAL"'
- Lester
- Units who set via 'this setcaptive true' are always on side civilian.
Bottom Section
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.46
- Scripting Commands ArmA
- Command Group: Object Information
- Scripting Commands ArmA2
- Scripting Commands Take On Helicopters