a == b: Difference between revisions
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|gr2= Variables | |gr2= Variables | ||
|descr= Check if | |descr= Check if ''a'' is equal to ''b''. String comparison is case-'''in'''sensitive - use [[isEqualTo]] if case sensitivity is needed. | ||
{{Feature|important|''a'' and ''b'' types '''must''' match: comparing e.g [[String]] with [[Number]] is invalid.}} | |||
{{Feature| | |||
|s1= a | |s1= a [[a == b|==]] b | ||
|p1= a: [[Number]] | |p1= a: | ||
{{{!}} class="wikitable" | |||
! Introduced in | |||
! colspan="5" {{!}} {{GVI|ofp|1.00}} | |||
! colspan="4" {{!}} {{GVI|arma1|1.00}} | |||
! {{GVI|arma1|1.08}} | |||
! colspan="3" {{!}} {{GVI|arma3|2.00}} | |||
{{!}}- | |||
! Possible Type | |||
{{!}} [[Number]] | |||
{{!}} [[Side]] | |||
{{!}} [[String]] | |||
{{!}} [[Object]] | |||
{{!}} [[Group]] | |||
{{!}} [[Structured Text]] | |||
{{!}} [[Config]] | |||
{{!}} [[Display]] | |||
{{!}} [[Control]] | |||
{{!}} [[Location]] | |||
{{!}} [[Diary Record]] | |||
{{!}} [[Namespace]] | |||
{{!}} [[Boolean]] | |||
{{!}}} | |||
|p2= b: | |p2= b: identical to ''a''<nowiki/>'s type | ||
|r1= [[Boolean]] | |r1= [[Boolean]] | ||
|x1= <code>[[if]] ([[player]] == [[leader]] [[group]] [[player]]) [[then]] { | |x1= <code>[[if]] ([[player]] [[a == b|==]] [[leader]] [[group]] [[player]]) [[then]] | ||
{ | |||
[[hint]] "You are the leader of your group."; | [[hint]] "You are the leader of your group."; | ||
} [[else]] { | } | ||
[[else]] | |||
{ | |||
[[hint]] "Someone else is the boss"; | [[hint]] "Someone else is the boss"; | ||
};</code> | };</code> | ||
|x2= <code>"MyRabbit" == "MYRABBIT"; {{cc|returns true}}</code> | |x2= <code>"MyRabbit" [[a == b|==]] "MYRABBIT"; {{cc|returns true}}</code> | ||
|x3= Since | |x3= {{Since|arma3|2.00}}<code>[[if]] ([[alive]] _unit1 [[a == b|==]] [[alive]] _unit2) [[then]] { [[hint]] "Both units are either dead or both alive" };</code> | ||
|seealso= [[!=]], [[Operators]], [[isEqualTo]] | |seealso= [[a != b|!=]], [[Operators]], [[isEqualTo]] | ||
}} | }} | ||
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["A","a","a"] [[call]] fnc_areEqual; {{cc|false}}</code> | ["A","a","a"] [[call]] fnc_areEqual; {{cc|false}}</code> | ||
And we can use such workaround instead of using [[BIS_fnc_arrayCompare]] or [[BIS_fnc_areEqual]] | And we can use such workaround instead of using [[BIS_fnc_arrayCompare]] or [[BIS_fnc_areEqual]] | ||
</dd> | |||
</dl> | </dl> | ||
Revision as of 17:41, 20 June 2021
Description
- Description:
- Check if a is equal to b. String comparison is case-insensitive - use isEqualTo if case sensitivity is needed.
- Groups:
- MathVariables
Syntax
- Syntax:
- a == b
- Parameters:
- a:
Introduced in 1.00 1.00 1.08 2.00 Possible Type Number Side String Object Group Structured Text Config Display Control Location Diary Record Namespace Boolean - b: identical to a's type
- Return Value:
- Boolean
Examples
- Example 1:
if (player == leader group player) then { hint "You are the leader of your group."; } else { hint "Someone else is the boss"; };
- Example 2:
"MyRabbit" == "MYRABBIT"; // returns true
- Example 3:
- Template:Since
if (alive _unit1 == alive _unit2) then { hint "Both units are either dead or both alive" };
Additional Information
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 Apr 15, 2014 - 15:34
- ffur2007slx2_5
-
For script comparison we need to detect whether scripts are running in advance, then compose both into string:
if (scriptDone _var0) then [{false},{(str _var0) == (str _var1)}];
It is recommended to use isEqualTo for all types comparison, which is more functional and as fast as operator. For multiple comparisons:fnc_areEqual = { private ["_b", "_var1", "_var2"]; _b = true; for [{ _i = 1 }, { _i < (count _this) && _b }, { _i=_i + 1 }] do { _var1 = _this select (_i-1); _var2 = _this select _i; if (!(_var1 isEqualTo _var2)) then { _b = false; }; }; _b }; ["A","a","a"] call fnc_areEqual; // false
And we can use such workaround instead of using BIS_fnc_arrayCompare or BIS_fnc_areEqual
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Operation Flashpoint: Elite: 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: Math
- Command Group: Variables