Arma 3 Scripting

Command in Multiplayer, Object Detection

playableUnits

Also available as Markdown and JSON, or read the original wiki page.

Description

Returns a list of playable units in a multiplayer game (occupied by both AI or players), created on the following sides east/opfor, west/blufor, resistance/independent and civilian only. Does not contain units of sideLogic.

Note

This command returns an empty array in Singleplayer; use switchableUnits instead.

Important

This command does not include dead players awaiting for respawn.

Syntax

playableUnits

Returns: Array of Objects

Examples

Example 1

{ _x groupChat "I'm a playable unit."; } forEach playableUnits;

Example 2

_playableInGroup = units group player arrayIntersect playableUnits;

Example 3

_nonPlayableInGroup = units group player - playableUnits;

See also

playableSlotsNumber · allPlayers · allCurators · allGroups · allDead · switchableUnits · vehicles · allUnitsUAV · allDeadMen · isPlayer · playersNumber

Community notes

Pierre MGI

Using the Editor (multiplayer attributes) for unchecking "enable AI", or disabling AI(s) in lobby, will make playableUnits as a public variable, updated by each JIP on disabled slot. So, if all slots are disabled AI, playableUnits is same as allPlayers

Furthermore, in this case, non-played slot (playable and disabled AI) units simply don't exist!

i.e. If you name 8 playable units: u1..u8, then 2 players in game: u3 & u6

playableUnits will return [u3,u6], and true for isNil "u1", isNil "u2"... until another player takes the slot.