nearTargets

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Introduced with Armed Assault version 1.07
  

Click on the images for descriptions

Introduced in

Game:
Armed Assault
Version:
1.07

Description

Description:
Returns a list of targets within the defined range. "Targets" are not restricted to enemy units.

Syntax

Syntax:
unit nearTargets range
Parameters:
unit: Object
range: Number
Return Value:
Array - nested; consisting of:
  • 0: Position (perceived, includes judgment and memory errors),
  • 1: Type (perceived, gives only what was recognized),
  • 2: Side (perceived side),
  • 3: Subjective Cost (positive for enemies, more positive for more important or more dangerous
enemies),
  • 4: Object (object type, can be used to get more information if needed)
  • 5: (since build 5209:) position accuracy (assumed accuracy of the perceived position)
for each recognized target

Examples

Example 1:
player nearTargets 100;could return something like this:
[[[2555.33,2535.33,1.32708],"SoldierEB",EAST,214222,EAST 1-1-A:1],[[2550.39,2482.5,1.32696],"SoldierWB",WEST,0,WEST 1-1-A:2]]

Additional Information

Multiplayer:
-
See also:
revealknowsAboutfindNearestEnemynearestBuildingnearestObjectnearestObjectsnearObjectsnearestLocationnearEntitiesnearSuppliesnearestLocationWithDubbingnearObjectsReadynearRoadsforgetTarget

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 Febuary 17, 2011
Curry
A subjective cost greater than 0 does not necessarily mean the target is an enemy unit. Any unit, that have yet to be identified by the unit, have a small positive cost in the range 0 to 1.
Posted on January 15, 2012
kju
The quality/detail level of the info depends on the knowsAbout value of the sourceUnit about the targetUnit: For infantry: ] 0 , 1.5 [ - side unknown, some position offset, identified as SoldierWB [ 1.5, 1.6 [ - side identified, subjective cost set [ 1.6, 2 [ - type identified better (USMC_Soldier_Base) [ 2 , 3.6 [ - type identified precisely (USMC_Soldier) [ 3.6, 4 ] - position identified precisely The values seems closely linked to the accuracy value of the given targetUnit class and its parents up in the config tree: 0 class CAManBase: Man 1.6 class SoldierWB: CAManBase 2 class USMC_Soldier_Base: SoldierWB 3.9 class USMC_Soldier: USMC_Soldier_Base For tanks: ] 0 , 0.03 [ - side unknown, some position offset, identified as LandVehicle [ 0.03, 0.13 [ - type identified better (Tank) [ 0.13, 0.3 [ - type identified better (M1A1) [ 0.3 , 1.5 [ - side identified, subjective cost set [ 1.5 , 3.6 [ - side identified precisely (CIV), subjective cost adjusted [ 3.6 , 4 ] - position identified precisely The values seems closely linked to the accuracy value of the given targetUnit class and its parents up in the config tree: 0 class All class AllVehicles: All 0.0005 class Land: AllVehicles 0.02 class LandVehicle: Land 0.12 class Tank: LandVehicle 0.25 class M1A1: Tank
Posted on January 17, 2012
kju
When an unit dies, it's nearTargets array gets emptied after some seconds.
When an unit dies, its reference will get removed from other units nearTargets' arrays immediately.
A target will be removed from the array after about 360 seconds without contact.
Posted on January 21, 2012
kju
Position accuracy seems to be a radius in meters from the perceived position.

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