allMissionObjects: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "<code>([^ ]*)\[\[([a-zA-Z0-9_]+)\]\]([^ ]*)<\/code>" to "<code>$1$2$3</code>") |
Lou Montana (talk | contribs) m (Text replacement - "<code>([^ ]*)\[\[([a-zA-Z0-9_]+)\]\]([^ ]*)<\/code>" to "<code>$1$2$3</code>") |
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|x1= <code>_airObjects = allMissionObjects "Air";</code> | |x1= <code>_airObjects = allMissionObjects "Air";</code> | ||
|x2= <code>{ deleteVehicle _x; } forEach ( | |x2= <code>{ deleteVehicle _x; } forEach (allMissionObjects "");</code> | ||
|x3= <code>_allMObjects = allMissionObjects "All";</code> | |x3= <code>_allMObjects = allMissionObjects "All";</code> |
Revision as of 11:02, 12 May 2022
Description
- Description:
- Returns all objects of the given type that are currently present in the mission. In some cases, the entities command is a much faster alternative to this command.
Some of the special types that can be detected with this command (and with nearestObject):- "" - returns everything, e.g. agents, bees, mosquitoes, footprints, armed mines, ...
- "all" - more restrictive than "": no ambient insects, only agents such as rabbits and snakes, no footprints, tracks, no armed mines
- "#slop" - blood drops
- "#mark" - unit footprints
- "#track" - vehicle tracks
- "#crater" - explosion craters on the ground
- "#crateronvehicle" - bullet marks on vehicles
- "#explosion" - explosions
- "#objectdestructed" - building, tree or bush destruction
- "#soundonvehicle" - sounds created with say3D for example
- "#dynamicsound" - sound sources created using createSoundSource
- "EmptyDetector" - all Triggers
- "Logic" - all game logics
- Multiplayer:
- Groups:
- Object Detection
Syntax
- Syntax:
- allMissionObjects type
- Parameters:
- type: String
- Return Value:
- Array of Objects
Examples
- Example 1:
_airObjects = allMissionObjects "Air";
- Example 2:
{ deleteVehicle _x; } forEach (allMissionObjects "");
- Example 3:
_allMObjects = allMissionObjects "All";
Additional Information
Notes
-
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