allPlayers

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Revision as of 14:40, 9 June 2021 by Lou Montana (talk | contribs) (Some wiki formatting)
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Description

Description:
Returns a list of all units controlled by connected clients - human players including dead players, but also Headless Clients.
Use BIS_fnc_listPlayers or see Example 1 to only get human players.
Multiplayer:
  • In a player-hosted game, the complete array of allPlayers may get delayed on mission start. Use BIS_fnc_listPlayers if you need it earlier.
  • The order of players in the return array may differ from server to clients.
Groups:
MultiplayerObject Detection

Syntax

Syntax:
allPlayers
Return Value:
Array of Object

Examples

Example 1:
// only gets human players private _headlessClients = entities "HeadlessClient_F"; private _humanPlayers = allPlayers - _headlessClients;
Example 2:
{ systemChat format [ "Player %1 is %2", name _x, ["dead", "alive"] select alive _x ]; } forEach allPlayers;
Example 3:
private _bluNums = west countSide allPlayers;

Additional Information

See also:
allCuratorsallGroupsallDeadallUnitsswitchableUnitsplayableUnitsvehiclesallUnitsUAVallDeadMenisPlayerplayersNumber

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