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SetEditorObjectScope

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开始使用于

游戏:
Arma 2
版本:
1.00

描述

描述:
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.

"editorType" is the editor type to effect (eg "unit", "vehicle", "center") or "" for all types.

"condition" is an executable string that must evaluate to true or false. If true, the scope of the evaluated editor object will be modified. "_x" can be used in the string as reference to the ingame representation of the currently processed array member.

"scope" is one of "HIDE", "VIEW", "SELECT", "LINKTO", "LINKFROM", "ALLNODRAG", "ALLNOTREE", "ALLNOCOPY", "ALLNOSELECT" or "ALL".

"subordinatesAlso" is a boolean value. If true then subordinates in the editor will be assigned the same scope as the parent.

基本句法

句法:
map setEditorObjectScope [objects, editorType, condition, scope, subordinatesAlso]
参数:
map: Control -

[objects, editorType, condition, scope, subordinatesAlso]: Array -

objects: Array of Objects and/or Editor Objects

editorType: String

condition: String

scope: String

subordinatesAlso: Boolean
返回值:
Nothing

范例

范例1:
_map setEditorObjectScope [ [],"vehicle", "side effectiveCommander _x != side player", "HIDE", false]

范例2:
((findDisplay 128) displayCtrl 51) setEditorObjectScope [ ["_unit_0"], "", "true", "ALLNODRAG", false]

额外资讯

多人游戏:
-
也可以看看:

addEditorObject deleteEditorObject findEditorObject getEditorObjectScope insertEditorObject

注意事项

此处撰写句法皆为可行用法. 可到官网[1]专页回报错误. 你可以使用讨论页面或是论坛来进行讨论.
新增注意事项 | 如何新增?

Notes

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