getMissionLayerEntities: Difference between revisions

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(added 2nd example)
m (template:command argument fix)
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| '''getMissionLayerEntities''' layerName |= Syntax
| '''getMissionLayerEntities''' layerName |= Syntax
|p1= layerName: [[String]] - layer name in the editor. If multiple layers with the same name are present in the scenario, the first found one is used. |= PARAMETER1
|p1= layerName: [[String]] - layer name in the editor. If multiple layers with the same name are present in the scenario, the first found one is used. |PARAMETER1=
| [[Array]] in format <code>[objects:Array, markers:Array]</code> |= RETURNVALUE
| [[Array]] in format <code>[objects:Array, markers:Array]</code> |RETURNVALUE=  


|x1= <code>_base = [[getMissionLayerEntities]] "Base";</code>
|x1= <code>_base = [[getMissionLayerEntities]] "Base";</code>
|= EXAMPLE1
|EXAMPLE1=  




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[[deleteVehicle]] [[_x]];
[[deleteVehicle]] [[_x]];
} [[forEach]] (('''getMissionLayerEntities''' "Simple Objects") [[select]] 0);//Deletes all objects within that layer after the player is over 800m away from _someObject</code>
} [[forEach]] (('''getMissionLayerEntities''' "Simple Objects") [[select]] 0);//Deletes all objects within that layer after the player is over 800m away from _someObject</code>
|= EXAMPLE2
|EXAMPLE2=  


____________________________________________________________________________________________
____________________________________________________________________________________________


| [[get3DENLayerEntities]] |= SEEALSO
| [[get3DENLayerEntities]] |SEEALSO=  
|  |= MPBEHAVIOUR
|  |MPBEHAVIOUR=  
____________________________________________________________________________________________
____________________________________________________________________________________________
}}
}}

Revision as of 11:31, 7 April 2019

Hover & click on the images for description

Description

Description:
Returns all entities within specific Eden Editor layer. To be used when the scenario is running, not in the editor workspace. Useful for disabling / enabling whole parts of the scenario which you add to specific layer while editing.
Groups:
Uncategorised

Syntax

Syntax:
getMissionLayerEntities layerName
Parameters:
layerName: String - layer name in the editor. If multiple layers with the same name are present in the scenario, the first found one is used.
Return Value:
Array in format [objects:Array, markers:Array]

Examples

Example 1:
_base = getMissionLayerEntities "Base";
Example 2:
waitUntil {(player distance _someObject) > 800}; { deleteVehicle _x; } forEach ((getMissionLayerEntities "Simple Objects") select 0);//Deletes all objects within that layer after the player is over 800m away from _someObject

Additional Information

See also:
get3DENLayerEntities

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


Bottom Section

Posted on October 26, 2016 - 15:27 (UTC)
Revo
After an object was deleted from a layer, getMissionLayerEntities will return <NULL-object> for the deleted object.

Version: 1.65
Build: 139010