Difference between revisions of "lineIntersectsObjs"

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m (global args)
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| arma3 |= Game name
 
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|arg= global|= Arguments in MP
 
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Revision as of 21:54, 10 July 2015

Introduced with Arma 3 version 1.101.10Arguments of this scripting command don't have to be local to the client the command is executed on
Hover & click on the images for descriptions

Description

Description:
Returns list of objects intersected by given line from begPos to endPos.

Syntax

Syntax:
lineIntersectsObjs [begPos, endPos, withObj, ignoreObj, sortByDistance, flags]
Parameters:
begPos: PositionASL - virtual line start
endPos: PositionASL - virtual line end
withObj: Object
ignoreObj: Object
sortByDistance: Boolean - true: furthest object first, closest object last; false: unsorted
flags: Number
1 - CF_ONLY_WATER
2 - CF_NEAREST_CONTACT
4 - CF_ONLY_STATIC
8 - CF_ONLY_DYNAMIC
16 - CF_FIRST_CONTACT
32 - CF_ALL_OBJECTS (Usable only with CF_FIRST_CONTACT and it will check one contact per object)
Flags can be combined: 2 + 4 = 6 - CF_NEAREST_OBJECT + CF_ONLY_STATIC
Return Value:
Array of Objects - intersecting objects

Examples

Example:
Example needed

Additional Information

See also:
lineIntersectsWithterrainIntersectterrainIntersectASLlineIntersectsintersect

Notes

i
Only post proven facts here. Report bugs on the feedback tracker. Use the Talk page or the Forums for discussions.

Notes

Posted on Mar 27, 2014 - 16:10
ffur2007slx2_5
Example (in ArmA3 ver 1.14) display objects' array in the middle of the screen sorted by 6 flags: Sto = []; Fn = { { Sto set [_foreachindex,lineintersectsobjs [(eyepos player),(atltoasl screentoworld [0.5,0.5]),objnull,objnull,false,_x]]; } foreach [1,2,4,8,16,32]; hintsilent format [" ONLY_WATER: %1, NEAREST_CONTACT: %2, ONLY_STATIC: %3, ONLY_DYNAMIC: %4, FIRST_CONTACT: %5, ALL_OBJECTS: %6", Sto select 0,Sto select 1,Sto select 2,Sto select 3,Sto select 4,Sto select 5]; }; ["sample_id","onEachFrame","Fn"] call BIS_fnc_addStackedEventHandler;

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