inAreaArray: Difference between revisions
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Revision as of 20:59, 31 January 2021
Description
- Description:
- Description needed
- Groups:
- TriggersMarkersLocationsPositions
Syntax
- Syntax:
- Syntax needed
- Parameters:
- positions: Array of Objects and/or Positions
- area: Object, Location or String - the defined area:
- Return Value:
- Return value needed
Alternative Syntax
- Syntax:
- positions inAreaArray [center, a, b, angle, isRectangle, c]
- Parameters:
- positions: Array - Objects and/or Positions to check
- center: Array - center of the area in format Position3D, Position2D
- a: Number - x axis (x / 2)
- b: Number - y axis (y / 2)
- angle: Number - (Optional, default 0) rotation angle
- isRectangle: Boolean - (Optional, default false) true if rectangle, false if ellipse
- c: Number - (Optional, default -1: unlimited) z axis (z / 2)
- Return Value:
- Array: Objects and/or Positions inside the area
Examples
- Example 1:
vehicles inAreaArray myTrigger;
- Example 2:
allUnits inAreaArray "myMarker";
- Example 3:
allPlayers inAreaArray myLocation;
- Example 4:
allDead inAreaArray [[100, 100, 0], 20, 30, 45, false, 10];
Additional Information
- See also:
- See also needed
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 June 11, 2017 - 21:33 (UTC)
- Tankbuster
-
The array you send the command can be filtered. For example:
vehicles select { _x isKindOf "StaticWeapon" } inAreaArray "myMarker"
Will return only the statics inside the given marker