nearestObject

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Description

Description:
Returns the nearest object of given type (or inherited classes) to given position within a sphere. Hardcoded radius is 50 meters. Unlike with nearestObjects, where distance is measured in 2D space, nearestObject will be closest object in 3D space.
  • in Operation Flashpoint, only objects of the exact provided class are found.
  • if an object ID is used (Syntax 4, see Example 2) the search range is unlimited
Groups:
Object Detection

Syntax 1

Syntax:
nearestObject [position, type]
Parameters:
position: Object or Array format Position2D or Position3D - position to start search at
type: String - type of object (see typeOf, class type)
Return Value:
Object - nearest object, objNull otherwise

Syntax 2

Syntax:
nearestObject position
Parameters:
position: Array format Position2D or Position3D - position to start search at
Return Value:
Object - nearest object, objNull otherwise

Syntax 3

Syntax:
position nearestObject typeOrId
Parameters:
position: Position3D or Position2D - position to start search at
typeOrId: String - type of object (see typeOf, class type) or Visitor id (see getObjectID) in string format (since Arma 3 v2.10)
Return Value:
Object - nearest object, objNull otherwise

Syntax 4

Syntax:
position nearestObject id
Parameters:
position: Array format Position2D or Position3D - position to start search at
id: Number - object Visitor id
Return Value:
Object - nearest object, objNull otherwise

Examples

Example 1:
_nObject = nearestObject [2345, 6789]; _nObject = nearestObject [player, "StreetLamp"];
Example 2:
Return the object with ID 123456: _nObject = [0,0,0] nearestObject 123456;
Example 3:
_nObject = getPos player nearestObject "StreetLamp";
Example 4:
Return the nearest object with (typeOf _nObject == "#XXXX") -> #mark, #slop, etc. Unlimited search range: _nObject = _position nearestObject -1; Return the nearest object with (typeOf _nObject != ""). Search range is 50m:
_nObject = nearestObject _position;
Example 5:
(See also allMissionObjects): _blood = nearestObject [player, "#slop"]; _step = nearestObject [player, "#mark"]; _track = nearestObject [player, "#track"]; _crater = nearestObject [player, "#crater"];

Additional Information

See also:
nearestObjects nearObjectsReady nearObjects objectFromNetId nearEntities entities object nearestBuilding nearestTerrainObjects nearestMines

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
Gnashes - c
Posted on Jan 29, 2019 - 15:31 (UTC)
The ID for Syntax 4 may be dynamically obtained via the following (as of Arma 3 v1.88): // returns Object Terrain/Visitor ID, or -1 if no ID found (invalid/null object) cursorObject call { private _obj = str (param [0, objNull]); private _id = -1; private _find = ((_obj find "#") + 2); if (_find > 1) then { private _len = ((_obj find ":") - _find); _id = _obj select [_find, _len]; parseNumber _id; }; _id };
blackfisch - c
Posted on Feb 12, 2020 - 08:55 (UTC)
Note, that if you want to check for the nearest Unit you have to check for CAManBase instead of Man, since Man will also return any wildlife population in that area: nearestObject [player, "Man"]; // could possibly return rabbits or other wildlife nearestObject [player, "CAManBase"]; // only returns units