playableUnits: Difference between revisions
Jump to navigation
Jump to search
Lou Montana (talk | contribs) m (Text replacement - "\|x([0-9])= *<code>([^<]*)<\/code>" to "|x$1= <sqf>$2</sqf>") |
Lou Montana (talk | contribs) m (Text replacement - "<dd class="note">([^}]*)<code>([^<]*)<\/code>" to "<dd class="note">$1<sqf>$2</sqf>") |
||
Line 40: | Line 40: | ||
<dd class="note"> | <dd class="note"> | ||
To get a list of all player-controlled units: | To get a list of all player-controlled units: | ||
< | <sqf>_allPlayers = []; | ||
{ | { | ||
if (isPlayer _x) then | if (isPlayer _x) then | ||
Line 46: | Line 46: | ||
_allPlayers pushBack _x; | _allPlayers pushBack _x; | ||
}; | }; | ||
} forEach playableUnits;</ | } forEach playableUnits;</sqf> | ||
<dt><dt> | <dt><dt> | ||
<dd class="notedate">Posted on August 16, 2015 - 10:05 (UTC)</dd> | <dd class="notedate">Posted on August 16, 2015 - 10:05 (UTC)</dd> |
Revision as of 10:57, 13 May 2022
Description
- Description:
- Returns a list of playable units in a multiplayer game (occupied by both AI or players), created on the following sides east/opfor, west/blufor, resistance/independent and civilian only. Does not contain units of sideLogic.
- Groups:
- MultiplayerObject Detection
Syntax
- Syntax:
- playableUnits
- Return Value:
- Array
Examples
- Example 1:
- Example 2:
- Example 3:
Additional Information
- See also:
- playableSlotsNumber allPlayers allCurators allGroups allDead switchableUnits vehicles allUnitsUAV allDeadMen isPlayer playersNumber
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 December 23, 2014 - 23:13 (UTC)
- DreadedEntity
- To get a list of all player-controlled units:
- Posted on August 16, 2015 - 10:05 (UTC)
- FR Starfox64
- playableUnits will not return dead players, use allPlayers instead.
- Posted on February 14, 2017 - 22:05 (UTC)
- Pierre MGI
- Using the Editor (multiplayer attributes) for unchecking "enable AI", or disabling AI(s) in lobby, will make playableUnits as a public variable, updated by each JIP on disabled slot.
So, if all slots are disabled AI, playableUnits is same as allPlayers
Furthermore, in this case, non-played slot (playable and disabled AI) units simply don't exist!
i.e. If you name 8 playable units: u1..u8, then 2 players in game: u3 & u6
playableUnits will return [u3,u6], and true for isNil "u1", isNil "u2"... until another player takes the slot.