setEditorObjectScope: Difference between revisions

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| This command defines the level of access a user has to editor objects, objects is an array of either Editor Objects (eg [_unit_0]) or actual,Game Objects (eg [player]). If the array is empty then the command will,automatically parse all editor objects. editor type is the editor type,to effect (eg unit),or for none. condition is an executable string,that must evaluate to true or false. If true,the scope of the,evaluated editor object will be modified. scope is one of HIDE,VIEW,SELECT,LINKTO,LINKFROM,ALLNODRAG,ALLNOTREE or ALL. subordinates,also is a boolean value,if true then subordinates in the editor will,be assigned the same scope as the parent. Example:_map setEditorObjectScope [[],vehicle,side effectiveCommander _x  |= Description
| This command defines the level of access a user has to editor objects, objects is an array of either Editor Objects (eg [_unit_0]) or actual,Game Objects (eg [player]). If the array is empty then the command will,automatically parse all editor objects. editor type is the editor type,to effect (eg unit),or for none. condition is an executable string,that must evaluate to true or false. If true,the scope of the,evaluated editor object will be modified. scope is one of HIDE,VIEW,SELECT,LINKTO,LINKFROM,ALLNODRAG,ALLNOTREE or ALL. subordinates,also is a boolean value,if true then subordinates in the editor will,be assigned the same scope as the parent. |= Description
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| map '''setEditorObjectScope''' [objects,editor type,condition,scope,subordinates also] |= Syntax
| map '''setEditorObjectScope''' [objects,editor type,condition,scope,subordinates also]|= Syntax


|p1= map: [[Control]] -  |= PARAMETER1  
|p1= map: [[Control]] -  |= PARAMETER1  
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|p3= |= PARAMETER3  
|p3= |= PARAMETER3  


| Nothing |= RETURNVALUE  
| [[Nothing]] |= RETURNVALUE  




|x1= <code>ion:This command defines the level of access a user has to editor objects. Objects is an array of either Editor Objects (eg [_unit_0]) or actual,Game Objects (eg [player]). If the array is empty then the command will,automatically parse all editor objects. editor type is the editor type,to effect (eg unit),or for none. condition is an executable string,that must evaluate to true or false. If true,the scope of the,evaluated editor object will be modified. scope is one of HIDE,VIEW,SELECT,LINKTO,LINKFROM,ALLNODRAG,ALLNOTREE or ALL. subordinates,also is a boolean value,if true then subordinates in the editor will,be assigned the same scope as the parent. Example:_map setEditorObjectScope [[],vehicle,side effectiveCommander _x</code>|= EXAMPLE1  
|x1= <pre>_map setEditorObjectScope [[],vehicle,side effectiveCommander _x]</pre>|= EXAMPLE1  


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Revision as of 18:07, 4 June 2009

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Description

Description:
This command defines the level of access a user has to editor objects, objects is an array of either Editor Objects (eg [_unit_0]) or actual,Game Objects (eg [player]). If the array is empty then the command will,automatically parse all editor objects. editor type is the editor type,to effect (eg unit),or for none. condition is an executable string,that must evaluate to true or false. If true,the scope of the,evaluated editor object will be modified. scope is one of HIDE,VIEW,SELECT,LINKTO,LINKFROM,ALLNODRAG,ALLNOTREE or ALL. subordinates,also is a boolean value,if true then subordinates in the editor will,be assigned the same scope as the parent.
Groups:
Uncategorised

Syntax

Syntax:
map setEditorObjectScope [objects,editor type,condition,scope,subordinates also]
Parameters:
map: Control -
[objects,editor type,condition,scope,subordinates also]: Array -
Return Value:
Nothing

Examples

Example 1:
_map setEditorObjectScope [[],vehicle,side effectiveCommander _x]

Additional Information

See also:
See also needed

Notes

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Notes

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