nearestObjects: Difference between revisions

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<code>//always returns nothing, even if there are objects that should be returned
<code>//always returns nothing, even if there are objects that should be returned
nearestObjects [position player, ["APERSMine_Range_Ammo", "SatchelCharge_Remote_Ammo"], 10]</code>
nearestObjects [position player, ["APERSMine_Range_Ammo", "SatchelCharge_Remote_Ammo"], 10]</code>
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<dd class="notedate">Posted on October 31, 2016 - 00:32 (UTC)</dd>
<dt class="note">[[User:Killzone Kid|Killzone Kid]]</dt>
<dd class="note">
Since Arma 3 v1.65.138818 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.
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Revision as of 01:32, 31 October 2016

-wrong parameter ("Arma") defined!-1.00
Hover & click on the images for description

Description

Description:
Returns a list of nearest objects of the given types to the given position or object, within the specified distance. If more than one object is found they will be ordered according to distance2D to the object (i.e. the closest one will be first in the array). Alternatively, you use nearObjects command, which doesn't sort results.

position can use the format: [[x,y,z], ["ClassName",...], radius] or [object, ["ClassName",...], radius] To use it without any ClassName filter: [object or position, [], radius]. A list of ClassName types (Tanks eg) can be found in CfgVehicles
Groups:
Uncategorised

Syntax

Syntax:
nearestObjects [position, types, radius]
Parameters:
position: Object or Array in format PositionAGL or Position2D - where to find objects, center position.
types: Array - list of class name of the objects to search for.
radius: Number - range from center position to search for objects.
Return Value:
Array - array of objects sorted according to distance2D

Examples

Example 1:
nearestObjects [player, ["Car","Tank"], 200];
Example 2:
nearestObjects [player, ["house"], 200];
Example 3:
nearestObjects [[2716,2949,0], ["Car","Truck"], 100];
Example 4:
Return every object in 50 metres radius around player:nearestObjects [player, [], 50]

Additional Information

See also:
nearestTerrainObjectsfindNearestEnemynearestBuildingnearestObjectnearObjectsnearestLocationnearEntitiesnearTargetsnearSuppliesnearestLocationWithDubbingnearObjectsReadynearRoads

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 unknown
Vigilante
To get a list with alive targets for various situations use this construct: _nearestTargets = nearestObjects [_submunScanPos, ["VBS2_TANK","TANK"], _scanArea]; _validNearestTargets = []; {if (alive _x) then {_validNearestTargets set [(count _validNearestTargets),_x];};} forEach _nearestTargets; results in _validNearestTargets being filled with targets == alive .. (you could use other conditions there, of course!) -- Vigilante
Posted on 10. Aug. 2010
Rübe
Passing an empty array to define the types will also return objects with no class at all (such as trees, bushes, stones, ...). Example: _objects = nearestObjects [_position, [], _radius]; Passing the array ["All"] is not the same and will only return objects that have some sort of class.
Posted on 11.09.2013
Katulobotomia
If you want to detect nearby grenades for the position of a unit, for example, using 'nearestObjects' won't work. You have to use 'nearObjects' instead. count (nearestObjects [_unit, ["GrenadeHand"], 30]) // WON'T WORK Won't ever return anything but 0. count (_unit nearObjects ["GrenadeHand", 30]) // WORKS! Will work.
Posted on March 22, 2014
AgentRev
The distance from which an object is determined to be inside the radius is calculated from its model center (object modelToWorld [0,0,0]), and not the position returned by getPos/ATL/ASL. If an object is used as the origin from which to scan, distance is calculated from its model center as well.

Bottom Section

Posted on October 26, 2014 - 15:15 (UTC)
Killzone Kid
Return all trees in 100m radius around player: trees = []; { if (str _x find ": t_" > -1) then { trees pushBack _x; }; } forEach nearestObjects [player, [], 100];
Posted on August 27, 2015 - 16:45 (UTC)
Tankbuster
If you use "Man" as the class to look for, it will only find dismounted men. IE, men in vehicles will NOT be found.
Posted on January 8, 2016 - 12:14 (UTC)
Killzone Kid
The first call to this command can take significantly longer then consecutive calls. But even after the objects in given radius were cached, the sorting this command performs could be quite expensive. For example to sort ~7000 object it might take up to 100ms. For performance reasons you can use nearObjects instead, which is basically the same command but without added sorting.
Posted on March 2, 2016 - 23:09 (UTC)
Ceeeb
In Arma 3, nearestObjects is partially broken and is unable to return nearby placed explosive charges or mines when searching by classnames. Use nearObjects, nearestObject or allMines instead.
Example of non-functional code: //always returns nothing, even if there are objects that should be returned nearestObjects [position player, ["APERSMine_Range_Ammo", "SatchelCharge_Remote_Ammo"], 10]
Posted on October 31, 2016 - 00:32 (UTC)
Killzone Kid
Since Arma 3 v1.65.138818 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.