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{{ | {{RV|type=command | ||
| | |game1= arma3 | ||
|version1= 1.94 | |||
| | |gr1= Object Manipulation | ||
| | |descr= Spawns an agent that will execute an AI path calculation and fire the {{hl|"PathCalculated"}} [[Arma 3: Event Handlers#PathCalculated | event handler]]. | ||
The vehicle type to simulate could be one of the following presets: | |||
{{Columns|2| | |||
* {{hl|"man"}} (will use "C_man_1") | |||
* {{hl|"car"}} (will use "C_Offroad_01_F") | |||
* {{hl|"tank"}} (will use "B_MBT_01_cannon_F") | |||
* {{hl|"wheeled_APC"}} (will use "B_APC_Tracked_01_rcws_F") | |||
* {{hl|"boat"}} (will use "C_Rubberboat") | |||
* {{hl|"plane"}} (will use "B_Plane_CAS_01_dynamicLoadout_F") | |||
* {{hl|"helicopter"}} (will use "B_Heli_Light_01_F") | |||
}} | |||
| | If the given vehicle type is not one of the above presets, the exact given type is used. | ||
{{Feature|important| | |||
In order to guarantee that the event handler is added to the result of this command before the path is calculated, use [[isNil]] to run the code in an [[Scheduler#Unscheduled Environment|Unscheduled Environment]]: | |||
<sqf>isNil { calculatePath ["man", "safe", _startPos, _endPos] addEventHandler ["PathCalculated", { hint str _this }] };</sqf> | |||
}} | |||
| | {{Feature|informative| | ||
If an exact path is desired, it is recommended to avoid this command and simply use the [[Arma_3:_Event_Handlers#PathCalculated|PathCalculated]] event handler. | |||
Paths to long distances are typically calculated in segments. This command only gives the first calculated segment. | |||
}} | |||
| | |pr= For some unknown reason, the "PathCalculated" Event Handler is fired twice, first with the calculated path and second with an array consisting of 2 elements, which are identical and are equal to the end point. | ||
See '''{{Link|#Examples|Example 3 & 4}}''' for a workaround. | |||
| | |s1= [[calculatePath]] [type, behaviour, from, to] | ||
|p1= | |p1= type: [[String]] - vehicle type to simulate (see description) | ||
|p2= | |p2= behaviour: [[String]] - AI [[behaviour]], one of "CARELESS", "SAFE", "AWARE", "COMBAT" or "STEALTH" | ||
|p3= | |p3= from: [[Array]] - start position in format [x,y,z] | ||
|p4= | |p4= to: [[Array]] - end position in format [x,y,z] | ||
| | |r1= [[Object]] - the agent to [[addEventHandler|add]] the [[Arma 3: Event Handlers#PathCalculated|{{hl|"PathCalculated"}} Event Handler]] to. | ||
|x1= < | |x1= <sqf>calculatePath ["car", "safe", [2150.67,5778.19,0], [2184.11,5802.28,0]];</sqf> | ||
| | |x2= Draws the path from South West to North East of Agia Marina: | ||
<sqf> | |||
(calculatePath ["man", "safe", [2832.9,5927.79,0], [3107.46,6036.61,0]]) addEventHandler ["PathCalculated", { | |||
{ | |||
private _marker = createMarker ["marker" + str _forEachIndex, _x]; | |||
_marker setMarkerType "mil_dot"; | |||
_marker setMarkerText str _forEachIndex; | |||
} forEach (_this select 1); | |||
}]; | |||
</sqf> | |||
| [[ | |x3= Alternative usage of [[calculatePath]] functionality that is free of the double execution bug (and calculatePath command): | ||
}} | <sqf> | ||
private _agent = createAgent [typeOf player, position player, [], 0, "NONE"]; | |||
_agent addEventHandler ["PathCalculated", | |||
{ | |||
{ | |||
private _marker = createMarker ["marker" + str _forEachIndex, _x]; | |||
_marker setMarkerType "mil_dot"; | |||
_marker setMarkerText str _forEachIndex; | |||
} | |||
forEach (_this select 1); | |||
}]; | |||
_agent setDestination [player getRelPos [500, 0], "LEADER PLANNED", true]; | |||
</sqf> | |||
< | |x4= Same as above but for a vehicle: | ||
<sqf> | |||
private _agent = createAgent [typeOf player, position player, [], 0, "NONE"]; | |||
private _car = "B_Quadbike_01_F" createVehicle position player; | |||
_agent moveInDriver _car; | |||
_agent addEventHandler ["PathCalculated", | |||
{ | |||
{ | |||
private _marker = createMarker ["marker" + str _forEachIndex, _x]; | |||
</ | _marker setMarkerType "mil_dot"; | ||
_marker setMarkerText str _forEachIndex; | |||
} | |||
forEach (_this select 1); | |||
}]; | |||
_agent setDestination [player getRelPos [500, 0], "LEADER PLANNED", true]; | |||
</sqf> | |||
|seealso= [[setDriveOnPath]] [[setDestination]] | |||
}} | |||
[[ | {{Note | ||
|user= Tankbuster | |||
|timestamp= 20190606102800 | |||
|text= When using this command to get the predicted path of vehicles driving and having them stay on roads (not go cross country) is important, | |||
the best vehicle to use is "wheeled_APC" and careless [[behaviour]]. | |||
}} |
Latest revision as of 15:53, 8 November 2023
Description
- Description:
- Spawns an agent that will execute an AI path calculation and fire the "PathCalculated" event handler.
The vehicle type to simulate could be one of the following presets:
- "man" (will use "C_man_1")
- "car" (will use "C_Offroad_01_F")
- "tank" (will use "B_MBT_01_cannon_F")
- "wheeled_APC" (will use "B_APC_Tracked_01_rcws_F")
- "boat" (will use "C_Rubberboat")
- "plane" (will use "B_Plane_CAS_01_dynamicLoadout_F")
- "helicopter" (will use "B_Heli_Light_01_F")
If the given vehicle type is not one of the above presets, the exact given type is used.
- Problems:
- For some unknown reason, the "PathCalculated" Event Handler is fired twice, first with the calculated path and second with an array consisting of 2 elements, which are identical and are equal to the end point. See Example 3 & 4 for a workaround.
- Groups:
- Object Manipulation
Syntax
- Syntax:
- calculatePath [type, behaviour, from, to]
- Parameters:
- type: String - vehicle type to simulate (see description)
- behaviour: String - AI behaviour, one of "CARELESS", "SAFE", "AWARE", "COMBAT" or "STEALTH"
- from: Array - start position in format [x,y,z]
- to: Array - end position in format [x,y,z]
- Return Value:
- Object - the agent to add the "PathCalculated" Event Handler to.
Examples
- Example 1:
- calculatePath ["car", "safe", [2150.67,5778.19,0], [2184.11,5802.28,0]];
- Example 2:
- Draws the path from South West to North East of Agia Marina:
(calculatePath ["man", "safe", [2832.9,5927.79,0], [3107.46,6036.61,0]]) addEventHandler ["PathCalculated", { { private _marker = createMarker ["marker" + str _forEachIndex, _x]; _marker setMarkerType "mil_dot"; _marker setMarkerText str _forEachIndex; } forEach (_this select 1); }];
- Example 3:
- Alternative usage of calculatePath functionality that is free of the double execution bug (and calculatePath command):
private _agent = createAgent [typeOf player, position player, [], 0, "NONE"]; _agent addEventHandler ["PathCalculated", { { private _marker = createMarker ["marker" + str _forEachIndex, _x]; _marker setMarkerType "mil_dot"; _marker setMarkerText str _forEachIndex; } forEach (_this select 1); }]; _agent setDestination [player getRelPos [500, 0], "LEADER PLANNED", true];
- Example 4:
- Same as above but for a vehicle:
private _agent = createAgent [typeOf player, position player, [], 0, "NONE"]; private _car = "B_Quadbike_01_F" createVehicle position player; _agent moveInDriver _car; _agent addEventHandler ["PathCalculated", { { private _marker = createMarker ["marker" + str _forEachIndex, _x]; _marker setMarkerType "mil_dot"; _marker setMarkerText str _forEachIndex; } forEach (_this select 1); }]; _agent setDestination [player getRelPos [500, 0], "LEADER PLANNED", true];
Additional Information
- See also:
- setDriveOnPath setDestination
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 Jun 06, 2019 - 10:28 (UTC)
- When using this command to get the predicted path of vehicles driving and having them stay on roads (not go cross country) is important, the best vehicle to use is "wheeled_APC" and careless behaviour.