Pool::forEachInDimension: Difference between revisions

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This function is used to call a function for each elements in the pool.
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==Syntax==
==Syntax==
<pre>
<pre>
void pool.forEachInDimension(int dimension, function callingFunction);
void pool.forEachInDimension(int dimension, function callingFunction);
</pre>  
</pre>


===Required Arguments===
===Required Arguments===
*'''Dimension:''' Int, dimension
*'''dimension:''' {{RageType|int}} The dimension in which to apply the function.
*'''callingFunction:''' Function, what will be called.
*'''callingFunction:''' The function to be called for each entity in the specified dimension.
 
==Example==
This example outputs the names of all players in dimension 0 (default dimension) to the server console.


==Example==
This example will print the names of players in dimension 0 to the server console. (Dimension 0 is the default dimension)
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==See Also==
==See Also==
{{EntityPool_function}}
{{EntityPool_function}}

Latest revision as of 12:13, 10 November 2024

Server-Side
Function

 JavaScript



JavaScript Syntax


Available Entity Pools

The following are the main entity pools available on the RAGEMP, used for managing various game entities:

Entity Pool Description
mp.players Manages all connected players
mp.vehicles Manages all spawned vehicles
mp.objects Manages all created objects
mp.peds Manages all non-player characters (peds)
mp.markers Manages all markers in the game
mp.labels Manages all 3D text labels
mp.checkpoints Manages checkpoints
mp.blips Manages map blips
mp.colshapes Manages collision shapes

Syntax

void pool.forEachInDimension(int dimension, function callingFunction);

Required Arguments

  • dimension: int The dimension in which to apply the function.
  • callingFunction: The function to be called for each entity in the specified dimension.

Example

This example outputs the names of all players in dimension 0 (default dimension) to the server console.

Server-Side
mp.players.forEachInDimension(0, (player, id) => {
    console.log("Player: " + player.name);
});


See Also