knowsAbout: Difference between revisions

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{{Command|= Comments
{{Command|Comments=
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| ofp |= Game name
| ofp |Game name=


|1.00|= Game version  
|1.00|Game version=


|arg= global |= Arguments in MP
|arg= local |Arguments in MP=
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| Checks if a group or a side knows about target. If ''who'' is a unit, unit's group is considered, if ''who'' is a vehicle, commander's group is considered. |= Description
| Checks if a group or a side knows about target.
* Enemy knowledge is instantly shared among the group units
* Units in the same group always perfectly know about each others
* AI knowledge cannot check beyond current [[viewDistance]] and it resets to zero as soon as the target's distance is over it<br />Note: neither fog nor daylight affect this behaviour
* Losing sight of a target for more than 120 seconds resets its [[knowsAbout]] to zero as well
* '''Magic number''' is the value that must be reached for a unit to shoot at an enemy (used by "Detected by" triggers as well):
:{{{!}}class{{=}}"wikitable"
!Game
{{!}}{{GVI|ofp|1.46}}
{{!}}{{GVI|ofpr|1.96}}
{{!}}{{GVI|arma|1.18}}
{{!}}{{GVI|arma2|1.11}}
{{!}}{{GVI|arma2oa|1.62}}
{{!}}{{GVI|arma3|1.82}}
{{!}}-
!Magic value
{{!}}style{{=}}"text-align: center"{{!}}0.7
{{!}}style{{=}}"text-align: center"{{!}}0.105
{{!}}style{{=}}"text-align: center"{{!}}?
{{!}}style{{=}}"text-align: center"{{!}}?
{{!}}style{{=}}"text-align: center"{{!}}?
{{!}}style{{=}}"text-align: center"{{!}}?
{{!}}}|Description=
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| who '''knowsAbout''' target |= Syntax
| who [[knowsAbout]] target |Syntax=


|p1= who: [[Object]] or [[Group]] |= Parameter 1
|p1= who: [[Object]], [[Group]] or [[Side]] - if a unit, unit's [[group]] is considered; if a vehicle, vehicle commander's [[group]] is used. |Parameter 1=


|p2= target: [[Object]] |= Parameter 2
|p2= target: [[Object]] |Parameter 2=


| [[Number]] in the range of 0 - 4, where 4 is max knowledge |= Return value
| [[Number]] in the range of 0..4, where 4 is maximum knowledge. |Return value=


| s2=side '''knowsAbout''' target |= Syntax
|mp= ''who'' '''must''' be local, while ''target'' can be global. |MP=
 
|p21= side:  [[Side]] |= Parameter 1
 
|p22= target: [[Object]] |= Parameter 2
 
| r2= [[Number]] in the range of 0 - 4, where 4 is max knowledge |= Return value
 
|mp= Although the command works only properly if <tt>unit</tt> is local, <tt>target</tt> can be located on any computer of the network. |=
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|x1= <code>_kv = _soldierOne [[knowsAbout]] _jeepOne;</code> |= Example 1
|x1= <code>_knowledge = [[player]] [[knowsAbout]] _target;</code> |Example 1=
 
|x2= <code>_knowledge = ([[group]] [[player]]) [[knowsAbout]] _target;</code> |Example 2=


|x2= <code>_kv = ([[side]] [[player]]) [[knowsAbout]] _target;</code> |= Example 2
|x3= <code>_knowledge = ([[side]] [[player]]) [[knowsAbout]] _target;</code> |Example 3=
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| [[nearTargets]], [[reveal]], [[getHideFrom]], [[targetKnowledge]], [[targetsAggregate]], [[targetsQuery]], [[forgetTarget]] |= See also
| [[nearTargets]], [[reveal]], [[getHideFrom]], [[targetKnowledge]], [[targetsAggregate]], [[targetsQuery]], [[forgetTarget]] |See also=
 
}}
}}


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<dl class="command_description">
<dl class="command_description">
<!-- Note Section BEGIN -->
<!-- Note Section BEGIN -->
<dd class="notedate">Posted on August 4, 2006 - 10:55
<dd class="notedate">Posted on August 4, 2006 - 10:55
<dt class="note">'''[[User:Hardrock|hardrock]]'''
<dt class="note">[[User:Hardrock|hardrock]]
<dd class="note">''Notes from before the conversion:''
<dd class="note">{{GVI|ofpr|1.91}}
With '''Resistance (1.91)''': No matter what class of unit the target is and no matter what the skill/class of the enemy AI, the magic 'knowsAbout' number is 0.105.
* As soon as An AI unit gets hit with a bullet his [[knowsAbout]] level for the unit that shot him will instantly jump to 1.5, even if the shooter is 1000m away.<br />Vice versa is also true. If An AI soldier's [[knowsAbout]] level for an enemy is 0.7 and the soldier fires and hits the enemy, his [[knowsAbout]] level about the enemy will instantly jump to 1.5.
With '''CWC (1.46)''': No matter what class of unit the target is and no matter what the skill/class of the enemy AI, the magic 'knowsAbout' number is 0.7.
* Some editors have found, whilst using this command over the years, that the following characteristics have cropped up:
What this means is, the AI will not fire on an enemy soldier until his 'knowsAbout' level of that enemy has reached the 'magic number' or higher.
** AI enemies have a very limited amount of peripheral vision, it's not nearly as good as a human player's. A target must be in front of the unit for him to be noticed, so if you sprint right behind an enemy, this value doesn't increase.
This suggests that the knowsabout level must reach the magic threshold before a unit knows if another unit is an enemy or a friendly unit.
** Depending on the unit's skill level, it can take a little time for the unit to notice a target. So if you run right past a unit, this value might not increase.
Triggers and knowsabout level: "Detected by xxx" triggers also follow the above rules. For a detected trigger to be set off, the knowsAbout level must reach the magic number.
** Bushes between the unit and the target seem to have little effect on this value, and trees definitely have no effect. You may be in a forest and can't see the unit, but he can see you.
Also... As soon as An AI unit gets hit with a bullet his knowsAbout level for the unit that shot him will instantly jump to 1.5, even if the shooter is 1000m away. Vice versa is also true. If An AI soldier's knowsAbout level for an enemy is 0.7 and the soldier fires and hits the enemy, his knowsAbout level about the enemy will instantly jump to 1.5. Some editors have found, whilst using this command over the years, that the following characteristics have cropped up:  
AI enemies have a very limited amount of peripheral vision, it's not nearly as good as a human player's. A target must be in front of the unit for him to be noticed, so if you sprint right behind an enemy, this value doesn't increase.  
Depending on the units skill level, it can take a little time for the unit to notice a target. So if you run right past a unit, this value might not increase.  
Bushes between the unit and the target seem to have little effect on this value, and trees definitely have no affect. You may be in a forest, and can't see the unit, but he can see you.
MP Note knowsAbout returns a viable result only if left-hand parameter unit is [[local]].
 
<dd class="notedate">Posted on January 15, 2007
<dt class="note">'''[[User:Ceeeb|Ceeeb]]'''
<dd class="note">In '''OFP v1.96''', KnowsAbout return values range from 0 to 4.
<dd class="note">All units in a group have equal knowsAbout for any given target. All units in a group always return knowsAbout 4 about each other. This suggests groups share a single knowledge base.
<dd class="note">Without any contact with the target, the knowsAbout value decays at a linear rate so that it halves over 120 seconds. After this time is up knowsAbout drops instantly to 0.
<dd class="note">If the distance between the all of unit's group and the target exceeds the viewdistance setting, knowsAbout instantly drops to 0. This is not changed by fog or daylight.
 
<dd class = "note">Note that in OFP unit see all the targets that his group members see. The data is processed between teammembers freely.
<dt class="note">'''[[User:Bdfy|Bdfy]]'''
<dd class = "note">''the magic 'knowsAbout' number is 0.105.'' It's not that simple.Maybe true for infantry but not all vehicles. "Reveal" command sets knowsAbout to 1, but planes still won't fire at soldiers on the ground. There's only one known way to pass through this - designate target with another fake infantry unit near the target. As soon as this fake unit see the target knowsAbout lifts up to 2.5-4 and even single enemy soldiers are attacked rom the air (of course if plane has suitable munition :))
 
<dd class="notedate">Posted on July 05, 2009
<dt class="note">'''[[User:MaestrO.fr|MaestrO.fr]]'''
<dd class="note">In '''ArmA (other not tested)''', KnowsAbout value will stay at its highest value during approximately 2-3 min and then reinitialized.


<dd class="notedate">Posted on January 14, 2012
<dd class="notedate">Posted on January 16, 2007
<dt class="note">'''[[User:kju|kju]]'''
<dt class="note">[[User:Bdfy|Bdfy]]
<dd class="note">Notes are for '''OA 1.60''':
<dd class = "note"><tt>the magic [[knowsAbout]] number is 0.105</tt> It's not that simple. Maybe true for infantry but not all vehicles:<br />
<dd class="note">The KnowsAbout value drops immediately back to zero, if the distance between both units is larger than the local viewDistance value.
[[reveal|Reveal]] command sets [[knowsAbout]] to 1, but planes still won't fire at soldiers on the ground.
<dd class="note">After 110 seconds without (visible?) contact, the KnowsAbout value drops to zero again. While it seemed to take longer the higher the KnowsAbout value is (at least for a value of 4 it took almost six minutes at one point), I was unable to reproduce/confirm that. It is 110 seconds no matter how high the KnowsAbout value it seems.
There's only one known way to pass through this - designate target with another fake infantry unit near the target.
As soon as this fake unit see the target [[knowsAbout]] lifts up to 2.5-4 and even single enemy soldiers are attacked from the air (of course if plane has suitable munition :))


<dd class="notedate">Posted on June 13, 2012
<dd class="notedate">Posted on June 13, 2012
<dt class="note">'''[[User:kju|kju]]'''
<dt class="note">[[User:kju|kju]]
<dd class="note">By '''Suma''' ([https://dev-heaven.net/issues/27800#note-2 source]):
<dd class="note">According to '''[[User:Suma|Suma]]''':<br />
<dd class="note">All friendly units within a view distance to each unit [are revealed (to the player? or each friendly?)] on the mission start. The code is half broken, as it does not make the units known, it only sets the "accuracy" value for them. Note: This is not affecting enemy units at all.
All friendly units within a view distance to each unit [are revealed (to the player? or each friendly?)] on the mission start.
The code is half broken, as it does not make the units known, it only sets the "accuracy" value for them.<br />
Note: This is not affecting enemy units at all.


<dd class="notedate">Posted on March 27, 2013
<dd class="notedate">Posted on March 27, 2013
<dt class="note">'''[[User:helling3r|helling3r]]'''
<dt class="note">[[User:helling3r|helling3r]]
<dd class="note">Arma-II OA (1.62.101.480 @ACE), tests with infantry:
<dd class="note">{{GVI|arma2oa|1.62}} infantry tests:
<dd class="note">It is still true, that the command returns values between 0 (lowest) and 4 (most). Freshly Spotted units will have at least 1.5, slowly decreasing when the target disappeared.
It is still true that the command returns values between 0 (lowest) and 4 (most). Freshly Spotted units will have at least 1.5, slowly decreasing when the target disappeared.
The following Table shows my test results on a clear day at Takistan using the Vector. Please note that the returned values vary considerably depending on weather and time. Moonlight however seems to not have any considerable effect.
The following table shows my test results on a clear day in Takistan using the Vector. Please note that the returned values vary considerably depending on weather and time. Moonlight however seems to not have any considerable effect.
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<dd class="notedate">Posted on May 31, 2014 - 16:51 (UTC)</dd>
<!-- Note Section END -->
<dt class="note">'''[[User:Delta99 wiki|Delta99 wiki]]'''</dt>
<dd class="note">Can also use SIDE in place of UNIT. For example:
<code>EAST [[knowsAbout]] [[player]];</code>
</dl>
</dl>
<!-- Note Section END -->


<h3 style="display:none">Bottom Section</h3>
<h3 style="display:none">Bottom Section</h3>


[[Category:Scripting Commands|KNOWSABOUT]]
[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]
[[Category:Command_Group:_Object_Information|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands OFP 1.46|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands OFP 1.96|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands OFP 1.99|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands OFP 1.99|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands OFP 1.96|KNOWSABOUT]]
[[Category:Scripting Commands ArmA|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands OFP 1.46|KNOWSABOUT]]
[[Category:Scripting Commands ArmA|KNOWSABOUT]]
[[Category:Scripting Commands ArmA2|KNOWSABOUT]]
[[Category:Command_Group:_Object_Information|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]]

Revision as of 21:51, 1 June 2018

Hover & click on the images for description

Description

Description:
Checks if a group or a side knows about target.
  • Enemy knowledge is instantly shared among the group units
  • Units in the same group always perfectly know about each others
  • AI knowledge cannot check beyond current viewDistance and it resets to zero as soon as the target's distance is over it
    Note: neither fog nor daylight affect this behaviour
  • Losing sight of a target for more than 120 seconds resets its knowsAbout to zero as well
  • Magic number is the value that must be reached for a unit to shoot at an enemy (used by "Detected by" triggers as well):
Game Logo A0.png1.46 ofpr version.gif1.96 -wrong parameter ("Arma") defined!-1.18 Logo A2.png1.11 A2 OA Logo.png1.62 Arma 3 logo black.png1.82
Magic value 0.7 0.105 ? ? ? ?
Multiplayer:
who must be local, while target can be global.
Groups:
Uncategorised

Syntax

Syntax:
who knowsAbout target
Parameters:
who: Object, Group or Side - if a unit, unit's group is considered; if a vehicle, vehicle commander's group is used.
target: Object
Return Value:
Number in the range of 0..4, where 4 is maximum knowledge.

Examples

Example 1:
_knowledge = player knowsAbout _target;
Example 2:
_knowledge = (group player) knowsAbout _target;
Example 3:
_knowledge = (side player) knowsAbout _target;

Additional Information

See also:
nearTargetsrevealgetHideFromtargetKnowledgetargetsAggregatetargetsQueryforgetTarget

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 August 4, 2006 - 10:55
hardrock
ofpr version.gif1.91
  • As soon as An AI unit gets hit with a bullet his knowsAbout level for the unit that shot him will instantly jump to 1.5, even if the shooter is 1000m away.
    Vice versa is also true. If An AI soldier's knowsAbout level for an enemy is 0.7 and the soldier fires and hits the enemy, his knowsAbout level about the enemy will instantly jump to 1.5.
  • Some editors have found, whilst using this command over the years, that the following characteristics have cropped up:
    • AI enemies have a very limited amount of peripheral vision, it's not nearly as good as a human player's. A target must be in front of the unit for him to be noticed, so if you sprint right behind an enemy, this value doesn't increase.
    • Depending on the unit's skill level, it can take a little time for the unit to notice a target. So if you run right past a unit, this value might not increase.
    • Bushes between the unit and the target seem to have little effect on this value, and trees definitely have no effect. You may be in a forest and can't see the unit, but he can see you.
Posted on January 16, 2007
Bdfy
the magic knowsAbout number is 0.105 It's not that simple. Maybe true for infantry but not all vehicles:
Reveal command sets knowsAbout to 1, but planes still won't fire at soldiers on the ground. There's only one known way to pass through this - designate target with another fake infantry unit near the target. As soon as this fake unit see the target knowsAbout lifts up to 2.5-4 and even single enemy soldiers are attacked from the air (of course if plane has suitable munition :))
Posted on June 13, 2012
kju
According to Suma:
All friendly units within a view distance to each unit [are revealed (to the player? or each friendly?)] on the mission start. The code is half broken, as it does not make the units known, it only sets the "accuracy" value for them.
Note: This is not affecting enemy units at all.
Posted on March 27, 2013
helling3r
A2 OA Logo.png1.62 infantry tests: It is still true that the command returns values between 0 (lowest) and 4 (most). Freshly Spotted units will have at least 1.5, slowly decreasing when the target disappeared. The following table shows my test results on a clear day in Takistan using the Vector. Please note that the returned values vary considerably depending on weather and time. Moonlight however seems to not have any considerable effect.
12:00, sunlight, clear sky
Distance knowsAbout
1530 1.5
1370 1.5
1250 1.5
1135 1.5
1055 1.52
1022 1.64
990 1.74
833 2.5
720 3.37
600 3.81
505 3.86
400 3.92
380 4
365 4
21:00, bright half moon, clear sky
Distance knowsAbout
285 1.5
120 1.5
88 1.89
75 2.3
61 3.9
23:00, pitch black, clear sky, NVG on
Distance knowsAbout
600 1.5
487 1.5
390 1.5
289 2.22
278 2.4

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