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|gr1= Object Manipulation | |gr1= Object Manipulation | ||
|descr= Returns array of requested objects as fast as the engine allows it. The objects can be requested by object type and simulation kind | |descr= Returns array of requested objects as fast as the engine allows it. The objects can be requested by object type and simulation kind. | ||
|s1= objectType [[allObjects]] simulationKind | |s1= objectType [[allObjects]] simulationKind | ||
|p1= | |p1= objectType: [[Number]] - type can be a combination of types according to bit flag operation (identical to [[getObjectType]]): | ||
|p2= | * 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 | |||
For example if required objects are both TerrainBuilder-placed ('''1''') and dynamically placed ('''8''') the combination type will be 8 + 1 = '''9''' | |||
{{Feature|informative|Use '''63''' (1 + 2 + 4 + 8 + 16 + 32) to return objects of all types.}} | |||
|p2= simulationKind: [[Number]] - simulation kind can be: | |||
* 0 - Slow (and very slow) entities: 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 | |||
|r1= [[Array]] - array of [[Object]]s | |r1= [[Array]] - array of [[Object]]s | ||
|x1= < | |x1= <sqf>_visitorBuildings = 1 allObjects 0;</sqf> | ||
|x2= < | |||
|x3= < | |x2= <sqf>_userPlacedBuildings = 8 allObjects 0;</sqf> | ||
|x3= <sqf>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) | |||
]; | ]; | ||
};</ | };</sqf> | ||
|seealso= [[getObjectFOV]] [[cursorObject]] [[cursorTarget]] [[createSimpleObject]] [[allMissionObjects]] [[setObjectViewDistance]] [[getObjectViewDistance]] [[objectParent]] [[object]] [[getObjectType]] | |seealso= [[getObjectFOV]] [[cursorObject]] [[cursorTarget]] [[createSimpleObject]] [[allMissionObjects]] [[setObjectViewDistance]] [[getObjectViewDistance]] [[objectParent]] [[object]] [[getObjectType]] | ||
}} | }} |
Revision as of 10:58, 3 May 2022
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 Manipulation
Syntax
- Syntax:
- objectType allObjects simulationKind
- Parameters:
- objectType: Number - type can be a combination of types according to bit flag operation (identical to getObjectType):
- 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
- simulationKind: Number - simulation kind can be:
- 0 - Slow (and very slow) entities: 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
- Return Value:
- Array - array of Objects
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) ]; };
Additional Information
- See also:
- getObjectFOV cursorObject cursorTarget createSimpleObject allMissionObjects setObjectViewDistance getObjectViewDistance objectParent object getObjectType
Notes
-
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