nearRoads: Difference between revisions
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<dl class="command_description"> | |||
<dd class="notedate">Posted on September 29, 2016 - 12:06 (UTC)</dd> | |||
<dt class="note">[[User:IT07|IT07]]</dt> | |||
<dd class="note"> | |||
in '''ArmA 3 1.64.138497''', the ''nearRoads'' array is a complete mess that has no logical order. Consider re-arranging the array afterwards. | |||
</dd> | |||
</dl> | |||
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Revision as of 13:06, 29 September 2016
Description
- Description:
- Find the road segments within the circle of given radius.
- Groups:
- Uncategorised
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:
- isOnRoadroadAtsurfaceIsWaterroadsConnectedTofindNearestEnemynearestBuildingnearestObjectnearestObjectsnearObjectsnearestLocationnearEntitiesnearTargetsnearSuppliesnearestLocationWithDubbingnearObjectsReady
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 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. Click below for picture. [1]
Bottom Section
- Posted on September 29, 2016 - 12:06 (UTC)
- IT07
- in ArmA 3 1.64.138497, the nearRoads array is a complete mess that has no logical order. Consider re-arranging the array afterwards.