Difference between revisions of "nearEntities"

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(position format)
Line 25: Line 25:
 
|s2= position '''nearEntities''' [typeName, radius] |=  
 
|s2= position '''nearEntities''' [typeName, radius] |=  
  
|p21= position: [[Object]] or [[Array]] (format [[Position]]) - center of the circle |= PARAMETER1  
+
|p21= position: [[Object]] or [[Array]] in format [[PositionAGL]] or [[Position2D]] - center of the circle |= PARAMETER1  
  
 
|p22= [typeName, radius]: [[Array]] |= PARAMETER2  
 
|p22= [typeName, radius]: [[Array]] |= PARAMETER2  

Revision as of 00:24, 27 September 2015

Template:Command

Notes

Posted on 27 Mar, 2014
Floriangeyer
According to Code Optimisation, this function is the fastest and should be used instead of nearestObjects.

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Posted on February 3, 2015 - 21:30 (UTC)
Pierre MGI
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. One of the most demanding CPU/GPU resource is probably a DrawIcon3D treatment for these entities. Don't stay with a simple radius condition (disk selecting entities). 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