Difference between revisions of "Talk:nearEntities"

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== Faulty example ==
 
  
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<dd class="notedate">Posted on February 3, 2015 - 21:30 (UTC)</dd>
 
<dd class="notedate">Posted on February 3, 2015 - 21:30 (UTC)</dd>
 
<dt class="note">[[User:Pierre MGI|Pierre MGI]]</dt>
 
<dt class="note">[[User:Pierre MGI|Pierre MGI]]</dt>
 
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This kind of functions remains FPS killer if you can't manage conditions in order to reduce operations for each entity or, to reduce the number of entities.
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NearEntities returns many objects like "man" of course but also "animal", "logic" (and there are plenty of with Arsenal openings), "ammoBox_F", each weapon holder created when a unit dies....
One of the most demanding CPU/GPU resource is probably a DrawIcon3D treatment for these entities.
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Unfortunately, this command reaches the club of the other ones like nearestObjects as FPS demanding command.
Don't stay with a simple radius condition (disk selecting entities).
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Each time you can treat visible entities, as icons displaying, try to restrict this function to your screen.
 
For example: 
 
if (((worldToScreen (visiblePosition _x)) select 0 > (0 * safezoneW + safezoneX)) &&
 
((worldToScreen (visiblePosition _x)) select 0 <(1 * safezoneW + safezoneX))) then {...} foreach _pos nearEntities _radius
 
 
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No idea what example is supposed to be but syntax is wrong [[User:Killzone Kid|Killzone Kid]] ([[User talk:Killzone Kid|talk]]) 18:05, 17 October 2015 (CEST)
 

Latest revision as of 01:53, 6 April 2021

Posted on February 3, 2015 - 21:30 (UTC)
Pierre MGI
NearEntities returns many objects like "man" of course but also "animal", "logic" (and there are plenty of with Arsenal openings), "ammoBox_F", each weapon holder created when a unit dies.... Unfortunately, this command reaches the club of the other ones like nearestObjects as FPS demanding command.