selectBestPlaces: Difference between revisions

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<dt class="note">[[User:Killzone Kid|Killzone Kid]]</dt>
<dt class="note">[[User:Killzone Kid|Killzone Kid]]</dt>
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''precision'' seems to have range 0 - 100. At very low values the command is extremely slow. 100 makes it quite fast.
''precision'' seems to have range 0 - 100. At very low values the command is extremely slow. 100 makes it quite fast. It looks like ''precision'' is somekind of grid search size. Large chunks make the search faster but less accurate.  
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Revision as of 14:30, 15 June 2015

Hover & click on the images for description

Description

Description:
Find the places with the maximum value of expression in the given area. Places can be on water. Results are sorted by value.
Groups:
Uncategorised

Syntax

Syntax:
selectBestPlaces [position, radius, expression, precision, sourcesCount]
Parameters:
[position, radius, expression, precision, sourcesCount]: Array -
position: Object, Position3D or Position2D
radius: Number
expression: String
precision: Number
sourcesCount: Number - max results to return
Return Value:
Array - in Format [[position: Position2D, expressionResult: Number], ...]

Examples

Example 1:
myPlaces = selectBestPlaces [position player, 50, "meadow + 2*hills", 1, 5];

Additional Information

See also:
Ambient ParametersfindEmptyPositionisFlatEmpty

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

Notes

Posted on Jul 17, 2010 - 18:39
Rübe
see http://forums.bistudio.com/showthread.php?t=93897 for some more information (though neither official, nor complete). The most important information is the list of useable keywords for the expression which is: forest, trees, meadow, hills, houses, sea, night, rain, windy and deadBody. The keyword will be replaced by the actual value at the given sample position and thus the expression gets evaluated. For example the following expression (which returns high values in forest) "forest + trees - meadow - houses - (10 * sea)" might be transformed to 0 + 0.1 - 0.7 - 0 - (10 * 0) which is - with it's result of -0.6 - not in the forest, though there are some tree(s) around. You get the idea.
Also note that you may aswell check such an expression value at a single position by passing a low radius and a sourceCount of 1, which is often just as useful as retrieving multiple (and already sorted) positions.
Also do not underestimate the keywords night, rain or windy, for if you couple them with the other keywords, you can easily get a highly dynamic system at a very low cost. (this, btw., is how animals "choose" where and when to spawn)
Posted on Apr 3, 2014 - 16:10
ffur2007slx2_5
In ArmA3 ver 1.14 Two new expressions are available: waterDepth(0-1) and camDepth(0-1), along with three simple operators: interpolate, randomGen and factor that can be used together with expressions. E.g. p = selectBestPlaces [ position player, 500, "(2 * (waterDepth interpolate [1,16,0,1]) * ((0.1+houses factor [0.1,0.8]) * (randomGen 1 + houses)))", 1, 1]; Algorithm randomGen: randomGen A(number): randomly generate a float number from 0 - A Algorithm factor: A(number) factor [p,q] = p< A <q: [(A -p)/(q-p)] Algorithm interpolate: A(number) interpolate [p,q,r,s] = A <=p:r A >=q:s p< A <q: [(A -p)/(q-p)]*(s-r) +r

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Posted on June 15, 2015 - 13:27 (UTC)
Killzone Kid
precision seems to have range 0 - 100. At very low values the command is extremely slow. 100 makes it quite fast. It looks like precision is somekind of grid search size. Large chunks make the search faster but less accurate.