allUnits: Difference between revisions

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m (Text replacement - "\|seealso= ?\[\[([^ ]+)\]\], \[\[([^ ]+)\]\]" to "|seealso= $1 $2")
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|x2= <code>[[allUnits]] [[apply]] { [[diag_log]] [[_x]]; };</code>
|x2= <code>[[allUnits]] [[apply]] { [[diag_log]] [[_x]]; };</code>


|seealso= [[allPlayers]] [[allGroups]] [[allDead]], [[playableUnits]], [[switchableUnits]], [[units]], [[vehicles]], [[allUnitsUAV]], [[allCurators]], [[playersNumber]]
|seealso= [[allPlayers]] [[allGroups]] [[allDead]] [[playableUnits]], [[switchableUnits]], [[units]], [[vehicles]], [[allUnitsUAV]], [[allCurators]], [[playersNumber]]
}}
}}



Revision as of 13:25, 20 January 2022

Hover & click on the images for description

Description

Description:
Returns a list of all units, except agents, dead units or units waiting for respawn, outside and inside vehicles that were created on the following sides east, west, independent and civilian.
Arma 3
To get all units of given side, use units Side.
Groups:
Object Detection

Syntax

Syntax:
allUnits
Return Value:
Array - Array of objects

Examples

Example 1:
{ _x setDamage 0.5; _x groupChat "Braaains"; } forEach allUnits;
Example 2:
allUnits apply { diag_log _x; };

Additional Information

See also:
allPlayers allGroups allDead playableUnitsswitchableUnitsunitsvehiclesallUnitsUAVallCuratorsplayersNumber

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 September 6, 2018
Pierre MGI
It returns also BIS_SUPP_HQ created by support modules and headquarters Entity from HQ modules.