calculatePath: Difference between revisions

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|eff=  |Multiplayer Effects=
|eff=  |Multiplayer Effects=
|gr1= Object Manipulation |GROUP1=
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Revision as of 09:54, 25 September 2020

Hover & click on the images for description

Description

Description:
Spawns an agent that will execute an AI path calculation and fire the "PathCalculated" event handler. The vehicle type to simulate could be one of the following presets:
  • "man" (will use "C_man_1")
  • "car" (will use "C_Offroad_01_F")
  • "tank" (will use "B_MBT_01_cannon_F")
  • "wheeled_APC" (will use "B_APC_Tracked_01_rcws_F")
  • "boat" (will use "C_Rubberboat")
  • "plane" (will use "B_Plane_CAS_01_dynamicLoadout_F")
  • "helicopter" (will use "B_Heli_Light_01_F")
If the given vehicle type is not one of the above presets, the exact given type is used.
In order to guarantee that the event handler is added to the result of this command before the path is calculated, use isNil to run the code in an Unscheduled Environment: isNil { calculatePath ["man", "safe", _startPos, _endPos] addEventHandler ["PathCalculated", { hint str _this }] };
Problems:
For some unknown reason, the "PathCalculated" Event Handler is fired twice, first with calculated path and second with array consisting of 2 elements, which are identical and are equal to the end point. See Example 3 & 4 for a workaround.
Groups:
Object Manipulation

Syntax

Syntax:
calculatePath [type, behaviour, from, to]
Parameters:
type: String - Vehicle type to simulate (see description)
behaviour: String - AI behaviour, one of "CARELESS", "SAFE", "AWARE", "COMBAT" or "STEALTH"
from: Array - Start position in format [x,y,z]
to: Array - End position in format [x,y,z]
Return Value:
Object - The agent to add the "PathCalculated" Event Handler to.

Examples

Example 1:
calculatePath ["car", "safe", [2150.67,5778.19,0], [2184.11,5802.28,0]]
Example 2:
Draws the path from South West to North East of Agia Marina: (calculatePath ["man","safe",[2832.9,5927.79,0],[3107.46,6036.61,0]]) addEventHandler ["PathCalculated", { { private _marker = createMarker ["marker" + str _forEachIndex, _x]; _marker setMarkerType "mil_dot"; _marker setMarkerText str _forEachIndex; } forEach (_this select 1); }]
Example 3:
Alternative usage of calculatePath functionality that is free of double execution bug (and calculatePath command): private _agent = createAgent [typeOf player, position player, [], 0, "NONE"]; _agent addEventHandler ["PathCalculated", { { private _marker = createMarker ["marker" + str _forEachIndex, _x]; _marker setMarkerType "mil_dot"; _marker setMarkerText str _forEachIndex; } forEach (_this select 1); }]; _agent setDestination [player getRelPos [500, 0], "LEADER PLANNED", true];
Example 4:
Same as above but for a vehicle: private _agent = createAgent [typeOf player, position player, [], 0, "NONE"]; private _car = "B_Quadbike_01_F" createVehicle position player; _agent moveInDriver _car; _agent addEventHandler ["PathCalculated", { { private _marker = createMarker ["marker" + str _forEachIndex, _x]; _marker setMarkerType "mil_dot"; _marker setMarkerText str _forEachIndex; } forEach (_this select 1); }]; _agent setDestination [player getRelPos [500, 0], "LEADER PLANNED", true];

Additional Information

See also:
setDriveOnPathsetDestination

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 July 6, 2019 - 10:28 (UTC)
Tankbuster
When using this command to get the predicted path of vehicles driving and having them stay on roads (not go cross country) is important, the best vehicle to use is "wheeled_APC" and careless behaviour.

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