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getEnemyPlayerIDs()
- Aubergine
Owned by Aubergine
Returns an array of all enemy player IDs, including scavengers, using caching for extra performance.
Code
const ENEMY_ID_LIST_TTL = 5000; // cache TTL (time to live) for getEnemyPlayerIDs() function // getEnemyPlayerIDs() will return an array of enemy player IDs var getEnemyPlayerIDs = (function() { var getIDs = function() { var list = (scavengers) ? [scavengerPlayer] : []; var player = maxPlayers; while (-1<--player) if (!allianceExistsBetween(me,player)) list.push(player); return list; } var TTL = gameTime + ENEMY_ID_LIST_TTL; var cache = getIDs(); return function() { if (alliancesType == ALLIANCES && TTL < gameTime) { // refresh cache cache = getIDs(); TTL = gameTime + ENEMY_ID_LIST_TTL; } return cache; } })();
Example
// build a list of all enemy defences var enemies = getEnemyPlayerIDs(); var defences = []; enemies.forEach(function(enemy) { defences = defences.concat(enumStruct(enemy,DEFENCE)); });
Availability
Requires:
- Warzone 3.2 and above.
Backport to earlier versions with backport.scavengerPlayer.js version 0.3 or above.
See also
Related articles:
- allianceExistsBetween() – determines if there is an alliance between two players
- gameTime – the current game time in milliseconds
- maxPlayers – the maximum number of players for the current map
- me – the player ID of your script
- scavengers & scavengerPlayer – globals used in relation to scavenger faction
- backport.scavengerPlayer.js – backport scavengerPlayer global to 3.1 branch of Warzone