nearestTerrainObjects: Difference between revisions
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Since Arma 3 v1.62 it is possible to switch the sorting algorithm off by providing optional param, which significantly increases the performance of this command, especially if the search is performed with large radius. | Since Arma 3 v1.62 it is possible to switch the sorting algorithm off by providing optional param, which significantly increases the performance of this command, especially if the search is performed with large radius. | ||
<br> | <br> | ||
Since Arma 3 v1. | Since Arma 3 v1.66 it is possible to switch search and sorting mode between 2D and 3D. | ||
<br> | <br> | ||
Since Arma 3 v2.00 this command also returns missing roads: <tt>"ROAD", "MAIN ROAD", "TRACK", "TRAIL"</tt> | Since Arma 3 v2.00 this command also returns missing roads: <tt>"ROAD", "MAIN ROAD", "TRACK", "TRAIL"</tt> | ||
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<dt class="note">[[User:Killzone Kid|Killzone Kid]]</dt> | <dt class="note">[[User:Killzone Kid|Killzone Kid]]</dt> | ||
<dd class="note"> | <dd class="note"> | ||
Since Arma 3 v1. | Since Arma 3 v1.66 the default sorting is done according to 3D distance not [[distance2D]] as before. This is an attempt to correct some very old bug in implementation. | ||
</dd> | </dd> | ||
Revision as of 10:21, 3 April 2021
Description
- Description:
- Description needed
- Groups:
- Object Detection
Syntax
- Syntax:
- Syntax needed
- Parameters:
- position: Object, PositionAGL or Position2D - where to find objects, center position
- types: Array - list of case-insensitive types of the objects to search for. [] to search without filters
- radius: Number - range from center position to search for objects
- sort: Boolean - (Optional, default true) sort objects by distance to the center or not Template:Since
- 2Dmode: Boolean - (Optional, default false) the object search and sorting mode: true - 2D, false - 3D Template:Since
- Return Value:
- Return value needed
Examples
- Example 1:
nearestTerrainObjects [player, ["Tree", "Bush"], 200];
- Example 2:
nearestTerrainObjects [player, ["House"], 200];
- Example 3:
nearestTerrainObjects [[2716,2949,0], ["Chapel", "Fuelstation"], 100];
- Example 4:
- Return every terrain object in 50 metres radius around player sorted, closest first:
nearestTerrainObjects [player, [], 50];
- Example 5:
- Return every terrain object in 50 metres radius around player unsorted:
nearestTerrainObjects [player, [], 50, false];
- Example 6:
- Hide all terrain objects nearestTerrainObjects could find:
if (isServer) then { private _allTerrainObjects = nearestTerrainObjects [ [worldSize / 2, worldSize / 2], [], worldSize * sqrt 2 / 2, false ]; { _x hideObjectGlobal true } forEach _allTerrainObjects; };
Additional Information
- See also:
- nearestObjectsfindNearestEnemyhideObjectnearestBuildingnearestObjectnearObjectsnearestLocationnearEntitiesnearTargetsnearSuppliesnearestLocationWithDubbingnearObjectsReadynearRoadsroadsConnectedToroadAtisOnRoadgetRoadInfo
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
- Posted on October 31, 2016 - 00:20 (UTC)
- Killzone Kid
- Since Arma 3 v1.66 the default sorting is done according to 3D distance not distance2D as before. This is an attempt to correct some very old bug in implementation.
- Posted on December 28, 2016 - 20:21 (UTC)
- Demellion
-
Be aware that some terrain objects types might be tricky to be found, such as terrain rocks and boulders which are not considered to be "ROCKS" or "ROCK", but "HIDE". Example:
nearestTerrainObjects [player, ["HIDE"], 20]; // [939688: bluntstone_01.p3d,939691: garbagebags_f.p3d,939671: wreck_car_f.p3d,939692: junkpile_f.p3d]
- Posted on June 7, 2020 - 14:16 (UTC)
- killzone_kid
- Large bridges are map type "ROAD". Small foot bridges are not roads and not included into road net.