Difference between revisions of "side"

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m (Add global argument)
m (Add seeAlso BIS_fnc_objectSide link)
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| [[CfgVehicles_Config_Reference#side|CfgVehicles config side value]], [[Side]], [[playerSide]], [[west]], [[east]], [[resistance]], [[civilian]], [[sideLogic]], [[sideFriendly]], [[sideEnemy]], [[sideUnknown]], [[sideEmpty]], [[sideAmbientLife]], [[Side relations]], [[BIS_fnc_sideID]] |= See also
| [[CfgVehicles_Config_Reference#side|CfgVehicles config side value]], [[Side]], [[playerSide]], [[west]], [[east]], [[resistance]], [[civilian]], [[sideLogic]], [[sideFriendly]], [[sideEnemy]], [[sideUnknown]], [[sideEmpty]], [[sideAmbientLife]], [[Side relations]], [[BIS_fnc_sideID]], [[BIS_fnc_objectSide]] |= See also

Revision as of 12:42, 25 March 2018

Introduced with Operation Flashpoint version 1.00
  Arguments of this scripting command don't have to be local to the client the command is executed on

Click on the images for descriptions

Introduced in

Operation Flashpoint


Returns the side of a unit, vehicle, object or location.
  • a renegade soldier's side will return a sideEnemy
  • an empty vehicle will return civilian
  • a crewed vehicle will return, if present, commander's > gunner's > driver's or > cargo's side, in this order
  • a captive or dead unit will return civilian. Use side group _unit to get the underlying side
  • you can use playerSide to know the real player's side
converting a side to string (via str or format} will not return the side command:


side object
object: Object, Group or Location
Return Value:


Example 1:
if (side player == west) then { hint "Player is on the West side" };
Example 2:
_sideAlsoWorkingForDead = side group player;
Example 3:
_sideLocation = side myLocation;
Example 4:
if (side player != playerSide) then { hint "player is renegade or dead"; };

Additional Information

See also:
CfgVehicles config side valueSideplayerSidewesteastresistanceciviliansideLogicsideFriendlysideEnemysideUnknownsideEmptysideAmbientLifeSide relationsBIS_fnc_sideIDBIS_fnc_objectSide


Only post proven facts here. Report bugs on the feedback tracker. Use the talk page or the forums for discussions.
Add New Note | How To


In ArmA, the following objects are on side civilian: dead bodies and vehicles, empty vehicles, all mission editor placed objects (that do not have an inherit side), all objects with interactive components such as ladders and doors, man made structures such as buildings (including classless wrp placed objects), docks, high tension powerlines, see-saws, large rubbish bins, fountains. Basically if an object uses a non-simple damage or physics simulation it is likely to be on the civilian side.
NOTE: If you need to know the side of a dead body, you can use faction command as a workaround -- Killzone_Kid
In OFP v1.96, the side return value for a vehicle is based on the side of its commander, then gunner, then driver, then cargo. It will retain its side value until it is either empty, or a unit of another side takes over in a equal or higher role, irrespective of the side of other units still on board. This can be used to simulate friendly fire, as a vehicle can be made to appear to be an enemy even though all units on board are actually friendly.
As CEEB says above, in ArmA2, side for a vehicle often depends on who the command or driver is, for example, A KA52, piloted by a USMC guy will have side WEST. For an accurate result of what 'where the vehicle was made', use faction. This ignores the pilot/commander, so in my example here, this KA52 will always return faction "RU". Note that faction returns different values to side though.
February 4, 2011
Side values for ambient life (animals) are bizarre. side _unit returns "CIV", but playerSide returns "AMBIENT LIFE" when the player is an animal. In that case, playerSide == side player returns false! Fortunately, you can easily check if a unit is an animal with _unit isKindOf "ANIMAL"'

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