playableUnits: Difference between revisions
Jump to navigation
Jump to search
Killzone Kid (talk | contribs) (format) |
Killzone Kid (talk | contribs) (readded isplayer deleted by accident) |
||
Line 25: | Line 25: | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| [[allCurators]], [[allGroups]], [[allDead]], [[switchableUnits]], [[vehicles]], [[allUnitsUAV]], [[allDeadMen]] |= SEEALSO | | [[allCurators]], [[allGroups]], [[allDead]], [[switchableUnits]], [[vehicles]], [[allUnitsUAV]], [[allDeadMen]], [[isPlayer]] |= SEEALSO | ||
| |= MPBEHAVIOUR | | |= MPBEHAVIOUR |
Revision as of 00:23, 24 December 2014
Description
- Description:
- Return a list of playable units (occupied by both AI or players) in a multiplayer game.
- Groups:
- Uncategorised
Syntax
- Syntax:
- playableUnits
- Return Value:
- Array
Examples
- Example 1:
{_x groupChat "I'm a playable unit.";} forEach playableUnits;
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
Notes
- Posted on July 13, 2009 - 11:35
- Killswitch
- In single-player missions, this command will return an empty array.
Bottom Section
- Posted on July 1, 2014 - 16:31 (UTC)
- AgentRevolution
- This command does not include dead players awaiting respawn.
- Posted on December 23, 2014 - 23:13 (UTC)
- DreadedEntity
-
To get a list of all player-controlled units:
_allPlayers = []; { if (isPlayer _x) then { _allPlayers pushBack _x; }; } forEach playableUnits;