nearRoads: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
m (Text replacement - "\|seealso= *\[\[([^ ]+)\]\], \[\[([^ ]+)\]\]" to "|seealso= $1 $2")
m (Text replacement - " +\]" to "]")
 
(17 intermediate revisions by 3 users not shown)
Line 21: Line 21:
|s1= pos [[nearRoads]] radius
|s1= pos [[nearRoads]] radius


|p1= pos: [[Object]] or [[Array]] in format [[Position#PositionAGL|PositionAGL]] or [[Position#Introduction|Position2D]], center of search radius
|p1= pos: [[Object]] or [[Array]] in format [[Position#PositionAGL|PositionAGL]] or [[Position#Introduction|Position2D]] - center of search radius


|p2= radius: [[Number]] - search radius in meters
|p2= radius: [[Number]] - search radius in meters
Line 27: Line 27:
|r1= [[Array]] of [[Object]]s - road segments within radius
|r1= [[Array]] of [[Object]]s - road segments within radius


|x1= <code>_list = [[player]] [[nearRoads]] 50;</code>
|x1= <sqf>_list = player nearRoads 50;</sqf>


|x2= <code>_list = ([[position]] _unit) [[nearRoads]] 50;</code>
|x2= <sqf>_list = (position _unit) nearRoads 50;</sqf>


|x3= <code>_list = [1800,5700] [[nearRoads]] 50;</code>
|x3= <sqf>_list = [1800,5700] nearRoads 50;</sqf>


|seealso= [[isOnRoad]] [[roadAt]] [[surfaceIsWater]] [[roadsConnectedTo]] [[findNearestEnemy]], [[nearestBuilding]], [[nearestObject]], [[nearestObjects]], [[nearObjects]], [[nearestLocation]], [[nearEntities]], [[nearTargets]], [[nearSupplies]], [[nearestLocationWithDubbing]], [[nearObjectsReady]], [[getRoadInfo]], [[nearestTerrainObjects]]
|seealso= [[isOnRoad]] [[roadAt]] [[surfaceIsWater]] [[roadsConnectedTo]] [[findNearestEnemy]] [[nearestBuilding]] [[nearestObject]] [[nearestObjects]] [[nearObjects]] [[nearestLocation]] [[nearEntities]] [[nearTargets]] [[nearSupplies]] [[nearestLocationWithDubbing]] [[nearObjectsReady]] [[getRoadInfo]] [[nearestTerrainObjects]] [[nearestMines]]
}}
}}


Line 40: Line 40:
<dt></dt>
<dt></dt>
<dd class="notedate">Posted on 26 Mar, 2011</dd>
<dd class="notedate">Posted on 26 Mar, 2011</dd>
<dt class="note">[[User:Tankbuster|Tankbuster ]]</dt>
<dt class="note">[[User:Tankbuster|Tankbuster]]</dt>
<dd class="note">
<dd class="note">
NearRoads always gets data in the same order. In a 300 meter radius around Feruz Abad, for example, the first one is in the south-west corner and the last one is in the north-east.
NearRoads always gets data in the same order. In a 300 meter radius around Feruz Abad, for example, the first one is in the south-west corner and the last one is in the north-east.
</dl>
</dl>

Latest revision as of 18:15, 8 November 2023

Hover & click on the images for description

Description

Description:
Find the road segments within the circle of given radius.
Groups:
Roads and AirportsObject Detection

Syntax

Syntax:
pos nearRoads radius
Parameters:
pos: Object or Array in format PositionAGL or Position2D - center of search radius
radius: Number - search radius in meters
Return Value:
Array of Objects - road segments within radius

Examples

Example 1:
_list = player nearRoads 50;
Example 2:
_list = (position _unit) nearRoads 50;
Example 3:
_list = [1800,5700] nearRoads 50;

Additional Information

See also:
isOnRoad roadAt surfaceIsWater roadsConnectedTo findNearestEnemy nearestBuilding nearestObject nearestObjects nearObjects nearestLocation nearEntities nearTargets nearSupplies nearestLocationWithDubbing nearObjectsReady getRoadInfo nearestTerrainObjects nearestMines

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 26 Mar, 2011
Tankbuster
NearRoads always gets data in the same order. In a 300 meter radius around Feruz Abad, for example, the first one is in the south-west corner and the last one is in the north-east.