checkVisibility: Difference between revisions
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<dd class="notedate">Posted on August 8, 2016 - 22:38 (UTC)</dd> | <dd class="notedate">Posted on August 8, 2016 - 22:38 (UTC)</dd> |
Revision as of 13:25, 12 June 2021
Description
- Description:
- Description needed
- Groups:
- Math - Geometry
Syntax
- Syntax:
- Syntax needed
- Parameters:
- [ignore, LOD, ignore2]: Array
- ignore: Object - object to exclude from calculations
- LOD: String - level of details to use. Possible values are: "FIRE", "VIEW", "GEOM", "IFIRE", "PHYSX" - PhysX geometry LOD (since Arma 3 v2.01.146666)
- ignore2 (Optional): Object - second object to exclude from calculations (Since Arma 3 v1.62)
- [beg, end]: Array
- beg: Array - start position in format PositionASL
- end: Array - end position in format PositionASL
- Return Value:
- Number - how much end position is visible to start position in range 0..1, where 1 is fully visible.
Examples
- Example 1:
_cansee = [objNull, "VIEW"] checkVisibility [eyePos player, eyePos unit1];
Additional Information
- See also:
- lineIntersectsWithlineIntersectsSurfaceslineIntersectsObjsintersectterrainIntersectterrainIntersectASLterrainIntersectAtASLlineIntersectscursorObjectcursorTargetdisableRemoteSensors
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 August 8, 2016 - 22:38 (UTC)
- BaerMitUmlaut
-
Particles that have blockAIVisibility set to 1 will influence the result, but will not make checkVisibility return 0. Instead an extremly small number will be returned.
Distance, fog, overcast, rain and nighttime have no effect on the result.