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groupAdd()
- Aubergine
Owned by Aubergine
Add a game object to a group...
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Syntax
groupAdd(group, gameObj);
Parameters
Parameter | Type | Mandatory | Description | Game version |
---|---|---|---|---|
group | Number | The unique ID of the group you want to add to. If the group ID doesn't exist, a group will be created automatically. You can determine the next available group from You can also use newGroup() to create a new group and get it's ID. | 3.2 | |
gameObj | Game object | A valid droid, structure or feature. If it's already in a different group, it will be transferred in to this group. | 3.2 |
Return value
Value | Type | Description | Game version |
---|---|---|---|
undefined | Undefined | The object was added to the group (or was already in it) | 3.2 |
<error> | Error | Invalid parameters. | 3.2 |
Notes
Read important notes about changes to groups in Warzone 3.2.
Example
Add any attacker (regardless of object type) to an 'annoyances' group...
var annoyances = newGroup(); Â function eventAttacked(victim, attacker) { groupAdd(annoyances, attacker); }
Contents
Jump to:
Scripting: Groups
Related Objects:
 Create them:
- newGroup() – create a new group
- WZ 3.2+ – add to a group that doesn't exist yet
- labels.ini – group map-placed objects
Add things to them:
- groupAdd() – add any Game object
- groupAddDroid() – add a Droid object
- groupAddArea() – add Game objects within an area of the map
Remove things from them:
- Put them in some other group
Count objects in them:
- groupSize() – get number of items in a group
- groupSizes[] – iterate group sizes
List them:
- groupSizes[] – elements are group ids
- getObject() – retrieve a group by its label
Retrieve their objects:
- enumGroup() – retrieve objects in a group
Monitor them:
- eventGroupLoss() – triggers when an object is removed from a group
Remove them:
- not currently possible
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