nearEntities

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Introduced with Arma 2 version 1.00
  Arguments of this scripting command don't have to be local to the client the command is executed on

Click on the images for descriptions

Introduced in

Game:
Arma 2
Version:
1.00

Description

Description:
Find entities in the circle with given radius. If typeName(s) is (are) given, only entities of given type (or its subtype) are listed. This command returns only alive entities. If you need to return dead entities as well use entities command.

Syntax

Syntax:
position nearEntities radius
Parameters:
position: Object or Array (format Position) - center of the circle
radius: Number - radius of the circle
Return Value:
Array of Objects

Alternative Syntax

Syntax:
position nearEntities [typeName, radius]
Parameters:
position: Object or Array (format Position) - center of the circle
[typeName, radius]: Array
typeName: String or Array of Strings - typeName(s) to search for
radius: Number - radius of the circle
Return Value:
Array of Objects

Examples

Example 1:
_list = player nearEntities 20; _list = (position player) nearEntities 50; _list = player nearEntities ["Man", 1000]; _list = (position player) nearEntities ["LaserTarget", 3000]; _list = player nearEntities [["Car", "Motorcycle", "Tank"], 50]; _list = (position player) nearEntities [["Man", "Air", "Car", "Motorcycle", "Tank"], 200];

Additional Information

Multiplayer:
-
See also:
findNearestEnemynearestBuildingnearestObjectnearestObjectsnearObjectsnearestLocationnearTargetsnearSuppliesnearestLocationWithDubbingnearObjectsReadynearRoads

Notes

Only post proven facts here. Report bugs on the feedback tracker. Use the talk page or the forums for discussions.
Add New Note | How To

Notes

Posted on 27 Mar, 2014
Floriangeyer
According to Code Optimisation, this function is the fastest and should be used instead of nearestObjects.

Bottom Section

Posted on February 3, 2015 - 21:30 (UTC)
Pierre MGI
This kind of functions remains FPS killer if you can't manage conditions in order to reduce operations for each entity or, to reduce the number of entities. One of the most demanding CPU/GPU resource is probably a DrawIcon3D treatment for these entities. Don't stay with a simple radius condition (disk selecting entities). Each time you can treat visible entities, as icons displaying, try to restrict this function to your screen. For example: if (((worldToScreen (visiblePosition _x)) select 0 > (0 * safezoneW + safezoneX)) && ((worldToScreen (visiblePosition _x)) select 0 <(1 * safezoneW + safezoneX))) then {...} foreach _pos nearEntities _radius