isOnRoad: Difference between revisions

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|x2= <code>_posOnRoad = [[isOnRoad]] [[ASLToAGL]] [[getPosASL]] [[player]];</code>
|x2= <code>_posOnRoad = [[isOnRoad]] [[ASLToAGL]] [[getPosASL]] [[player]];</code>


|seealso= [[nearRoads]] [[roadsConnectedTo]] [[roadAt]] [[surfaceIsWater]], [[getRoadInfo]], [[nearestTerrainObjects]]
|seealso= [[nearRoads]] [[roadsConnectedTo]] [[roadAt]] [[surfaceIsWater]] [[getRoadInfo]], [[nearestTerrainObjects]]
}}
}}



Revision as of 17:44, 20 January 2022

Hover & click on the images for description

Description

Description:
Checks if given position is inside road segment. Same as roadAt, only return is boolean instead of road object.
Groups:
Roads and Airports

Syntax

Syntax:
isOnRoad position
Parameters:
position: Object or Array in format PositionAGL (especially on bridges) or (since Arma 3 v2.00) Position2D, in which case Z will be automatically deduced as the height of the road surface
Return Value:
Boolean

Examples

Example 1:
_objOnRoad = isOnRoad player;
Example 2:
_posOnRoad = isOnRoad ASLToAGL getPosASL player;

Additional Information

See also:
nearRoads roadsConnectedTo roadAt surfaceIsWater getRoadInfonearestTerrainObjects

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 November 24, 2017 - 21:31 (UTC)
Tankbuster
Some roadobjects will return false when using this command. invisibleroadway_square_f.p3d is found by the nearRoads command, yet will return false for isOnRoad.