findNearestEnemy
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Description
- Description:
- Find the nearest enemy to the specified position. Returns a null object if the object's group does not know about any enemies.
- Groups:
- Uncategorised
Syntax
- Syntax:
- object findNearestEnemy position
- Parameters:
- object: Object
- position: Object or Array
- Return Value:
- Object
Examples
- Example 1:
_myNearestEnemy = (units _myGroup select 0) findNearestEnemy player;
- Example 2:
_myNearestEnemy = player findNearestEnemy player;
Additional Information
- See also:
- nearestBuildingnearestObjectnearestObjectsnearObjectsnearestLocationnearEntitiesnearTargetsnearSuppliesnearestLocationWithDubbingnearObjectsReadynearRoads
Notes
-
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Notes
Bottom Section
- Posted on September 25, 2015 - 04:24 (UTC)
- Pierre MGI
- The bad point of this command is a lack of parameter to define priority/pound on enemy "value". I often use this command in a "on each frame" HUD, while in group assault or alone. My experience is nearest enemy (NE) is often car or tank even if multiple enemy units are closer. More than that, if you shoot this vehicle and its crew disembark, it remains the "nearsest enemy". It's weird for an empty vehicle. Kill the crew, it's still NE. For sure, the situation could change, but you have time to kill the crew and jump into the vehicle, or destroy it!
- Posted on September 25, 2015 - 04:26 (UTC)
- Pierre MGI
- The bad point of this command is a lack of parameter to define priority/pound on enemy "value". I often use this command in a "on each frame" HUD, while in group assault or alone. My experience is nearest enemy (NE) is often car or tank even if multiple enemy units are closer. More than that, if you shoot this vehicle and its crew disembark, it remains the "nearsest enemy". It's weird for an empty vehicle. Kill the crew, it's still NE. For sure, the situation could change, but you have time to kill the crew and jump into the vehicle, or destroy it!