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Returns objects intersecting with the virtual line from begPos to endPos. By default, the resulting array of intersecting objects is unsorted (see sortByDistance).
  • Does not work under water.
  • Max hardcoded distance is 1000m.
Math - Geometry


lineIntersectsWith [begPos, endPos, objIgnore1, objIgnore2, sortByDistance]
begPos: Array format PositionASL - virtual line start
endPos: Array format PositionASL - virtual line end
objIgnore1: Object - (Optional) object to ignore. When testing intersection from an object/unit/vehicle, pass that object here to prevent intersection inside of the object.
objIgnore2: Object - (Optional) another object to ignore. When testing intersection of a line between two objects, pass the second object here to prevent intersection inside of it being reported
sortByDistance: Boolean - (Optional) true: sort by descending distance (furthermost object first, closest object last); false: unsorted
Return Value:
Array - intersecting objects


Example 1:
_objects = lineIntersectsWith [eyePos player, AGLToASL screenToWorld [0.5, 0.5]];
Example 2:
Sort by distance:
_objects = lineIntersectsWith [eyePos player, AGLToASL screenToWorld [0.5, 0.5], objNull, objNull, true];
Example 3:
Ignore objects:
_objects = lineIntersectsWith [eyePos player, aimPos chopper, player, chopper];

Additional Information

See also:
lineIntersectsSurfaces lineIntersectsObjs intersect terrainIntersect terrainIntersectASL terrainIntersectAtASL lineIntersects cursorObject cursorTarget checkVisibility


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
Lou Montana - c
Posted on May 31, 2012 - 10:50 (UTC)
Please note the difference :
  • terrainIntersect
  • terrainIntersectASL
  • lineIntersects
  • lineIntersectsWith
  • lineIntersectsObjs
  • intersect