03-17-2013, 08:47 PM
Added a bit of clarification to how the filters work:
Code:
Unit filters:
Whenever a unit filter is asked for, there are several possibilities to
define what you need to assign to:
single object: A single player
group: All players of a group
side: All players of a side
faction (string): All players of a certain faction
code: The piece of code is called for every playable character. Return true if you want
   the character to be selected, or false otherwise. The only parameter is the playable
object to be tested
When calling a function that assigns briefings or tasks, a pool of all playable units is created.
The filter is tested against those units, and all units matching the filter will have the tasks/briefing
assigned to them. Subsequently, these units (that mached the filter) are removed from the pool. Further
filtering is done on the remaining units.
This essentially means that you should define tasks/briefing entries from specific to general. For example,
assuming one player group is west (whith special tasks), and the rest of the players share another set of tasks,
you would first use the specific group as filter value, followed by west to assign the following tasks to all
remaining west players.
Examples:
{(side _this) != west): All playable characters that are not BLUFOR
player: the player on the current client
group westMan1_1: All units in westMan1_1's group
east: All playable characters on the OPFOR side
"BIS_BAF": All playable british soliders