nearObjects – Talk
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This can find #particlesource where as [[nearestObjects]] can't (?). --[[User:Doolittle|Doolittle]] 03:58, 28 August 2009 (CEST) | This can find #particlesource where as [[nearestObjects]] can't (?). --[[User:Doolittle|Doolittle]] 03:58, 28 August 2009 (CEST) | ||
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In ArmA 2 buildings that are hidden by LOD are not visible using this command. There is also an interesting fact: | |||
if you use this command to detect buildings in the nearest location of type NameCity or NameCityCapital, it'll work properly. For NameVillage, however, the returned array is empty. --18:04, 27 September 2009 (CEST) tsuki. |
Revision as of 17:04, 27 September 2009
The returned object is not necessarily the closest one.
But an array of objects is returned, so this doesnt make sense. --T_D 09:46, 4 May 2007 (CEST)
- Yeah, sorry. I'll rephrase that.
- I meant to say that the first element in the array is not necessarily the closest one (like it is in the other "near*" commands). --Kronzky 16:31, 4 May 2007 (CEST)
Note recently added:
{_x setdamage 1} foreach (player nearObjects 50);
This neglects to mention that the player will also be killed, as will any other units within the range.
Planck 20:12, 26 August 2007 (CEST)
This can find #particlesource where as nearestObjects can't (?). --Doolittle 03:58, 28 August 2009 (CEST)
In ArmA 2 buildings that are hidden by LOD are not visible using this command. There is also an interesting fact: if you use this command to detect buildings in the nearest location of type NameCity or NameCityCapital, it'll work properly. For NameVillage, however, the returned array is empty. --18:04, 27 September 2009 (CEST) tsuki.