---
name: "side"
type: command
status: ok
groups: ["Sides"]
arma3_since: "0.50"
locality: {"argument": "global", "effect": null, "server_exec": false}
source: https://community.bistudio.com/wiki/side
revid: 341641
updated: 2023-06-12T19:02:58Z
---

# side

*Command · Sides · Arma 3 v0.50 · introduced in Operation Flashpoint v1.00*

Locality: arguments **global**

## Description

Returns the side of a unit, vehicle, object or location.
- side of a renegade soldier is [sideEnemy](../commands/sideEnemy.md)
- side of an empty vehicle is [civilian](../commands/civilian.md)
- side of a crewed vehicle is, if present, commander's > gunner's > driver's or > cargo's side, in this order
- side of a captive or dead unit is [civilian](../commands/civilian.md). Use `side group _unit` to get the underlying side (see [#Example 2](../commands/side.md#example-2))
- you can use [playerSide](../commands/playerSide.md) to know the real player's side

> [!NOTE]
> Converting a side to string will **not** always return the side command text: e.g `str resistance; // returns "GUER"`.
>
> See [Side](../topics/Side.md) page to see the return value of all side commands.

## Syntax

```sqf
side target
```

**Parameters:**

- `target`: [Object](../topics/Object.md), [Group](../topics/Group.md) or [Location](../topics/Location.md)

**Returns:** [Side](../topics/Side.md)

## Examples

### Example 1

```sqf
if (side player == west) then { hint "Player is on the West side" };
```

### Example 2

```sqf
_sideAlsoWorkingForDead = side group _deadUnit;
```

### Example 3

```sqf
_sideLocation = side myLocation;
```

### Example 4

```sqf
if (side player != playerSide) then { hint "player is renegade or dead"; };
```

### Example 5

Check the [side](../commands/side.md) of the vehicle:

```sqf
_vehicleSide = side group _vehicle; // sideUnknown (CIV for Arma 3) if empty or dead crew, otherwise the appropriate side
```

## See also

CfgVehicles Config Reference · [Side](../topics/Side.md) · [playerSide](../commands/playerSide.md) · [west](../commands/west.md) · [east](../commands/east.md) · [resistance](../commands/resistance.md) · [civilian](../commands/civilian.md) · [sideLogic](../commands/sideLogic.md) · [sideFriendly](../commands/sideFriendly.md) · [sideEnemy](../commands/sideEnemy.md) · [sideUnknown](../commands/sideUnknown.md) · [sideEmpty](../commands/sideEmpty.md) · [sideAmbientLife](../commands/sideAmbientLife.md) · Side Relations · [BIS_fnc_sideID](../functions/BIS_fnc_sideID.md) · [BIS_fnc_objectSide](../functions/BIS_fnc_objectSide.md)

## Community notes

**Ceeeb** — 2007-03-23

In **Arma**, the following objects are on side [civilian](../commands/civilian.md): 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](../commands/faction.md) command as a workaround -- Killzone_Kid

---

**Ceeeb** — 2007-02-12

In **Operation Flashpoint 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.

---

**Tankbuster** — 2010-03-19

As Ceeeb says above, in **Arma 2**, 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](../commands/faction.md). 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.

---

**RKurtzDmitriyev** — 2011-02-04

Side values for ambient life (animals) are bizarre. `side _unit` returns "CIV", but [playerSide](../commands/playerSide.md) 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";`

<sub>Source: [BI Community Wiki — side](https://community.bistudio.com/wiki/side) (revision 341641).</sub>
