nearestObjects: Difference between revisions

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m (Text replacement - "<dd class="notedate">Posted on ([^<>]+) " to "<dd class="notedate">Posted on $1</dd> ")
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<dd class="notedate">Posted on unknown</dd>
<dd class="notedate">Posted on unknown</dd>
<dt class="note">[[User:Vigilante|Vigilante]]
<dt class="note">[[User:Vigilante|Vigilante]]</dt>
<dd class="note">
<dd class="note">
To get a list with alive targets for various situations use this construct:
To get a list with alive targets for various situations use this construct:
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<dd class="notedate">Posted on 10. Aug. 2010</dd>
<dd class="notedate">Posted on 10. Aug. 2010</dd>
<dt class="note">[[User:Rübe|Rübe]]
<dt class="note">[[User:Rübe|Rübe]]</dt>
<dd class="note">Passing an empty array to define the types will also return objects with no class at all (such as trees, bushes, stones, ...).  
<dd class="note">Passing an empty array to define the types will also return objects with no class at all (such as trees, bushes, stones, ...).  
Example:
Example:
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<dd class="notedate">Posted on 11.09.2013</dd>
<dd class="notedate">Posted on 11.09.2013</dd>
<dt class="note">[[User:Katulobotomia|Katulobotomia]]
<dt class="note">[[User:Katulobotomia|Katulobotomia]]</dt>
<dd class="note">If you want to detect nearby grenades for the position of a unit, for example, using 'nearestObjects' won't work. You have to use
<dd class="note">If you want to detect nearby grenades for the position of a unit, for example, using 'nearestObjects' won't work. You have to use
'nearObjects' instead.
'nearObjects' instead.
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<dd class="notedate">Posted on March 22, 2014</dd>
<dd class="notedate">Posted on March 22, 2014</dd>
<dt class="note">[[User:AgentRev01|AgentRev]]
<dt class="note">[[User:AgentRev01|AgentRev]]</dt>
<dd class="note">The distance from which an object is determined to be inside the radius is calculated from its model center (object modelToWorld [0,0,0]), and not the position returned by getPos/ATL/ASL. If an object is used as the origin from which to scan, distance is calculated from its model center as well.
<dd class="note">The distance from which an object is determined to be inside the radius is calculated from its model center (object modelToWorld [0,0,0]), and not the position returned by getPos/ATL/ASL. If an object is used as the origin from which to scan, distance is calculated from its model center as well.



Revision as of 01:26, 30 January 2021

Hover & click on the images for description

Description

Description:
Description needed
Groups:
Object Detection

Syntax

Syntax:
Syntax needed
Parameters:
[position, types, radius, 2Dmode]: Array
position: Object or Array in format PositionAGL or Position2D - where to find objects, center position.
types: Array - list of class name of the objects to search for. Use an empty array [] to search for all classes.
radius: Number - range from center position to search for objects.
Arma 3 logo black.png1.65 2Dmode (Optional, default false): Boolean - true for 2D distance, false for 3D distance Template:Since
Return Value:
Return value needed

Examples

Example 1:
nearestObjects [player, ["Car", "Tank"], 200];
Example 2:
nearestObjects [player, ["house"], 200];
Example 3:
nearestObjects [[2716,2949,0], ["Car", "Truck"], 100];
Example 4:
Return every object in 50 metres radius around player:nearestObjects [player, [], 50]

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 unknown
Vigilante
To get a list with alive targets for various situations use this construct: _nearestTargets = nearestObjects [_submunScanPos, ["VBS2_TANK","TANK"], _scanArea]; _validNearestTargets = []; { if (alive _x ) then { _validNearestTargets set [(count _validNearestTargets), _x]; }; } forEach _nearestTargets; results in _validNearestTargets being filled with targets == alive .. (you could use other conditions there, of course!)
Posted on 10. Aug. 2010
Rübe
Passing an empty array to define the types will also return objects with no class at all (such as trees, bushes, stones, ...). Example: _objects = nearestObjects [_position, [], _radius]; Passing the array ["All"] is not the same and will only return objects that have some sort of class.
Posted on 11.09.2013
Katulobotomia
If you want to detect nearby grenades for the position of a unit, for example, using 'nearestObjects' won't work. You have to use 'nearObjects' instead. count (nearestObjects [_unit, ["GrenadeHand"], 30]) // WON'T WORK Won't ever return anything but 0. count (_unit nearObjects ["GrenadeHand", 30]) // WORKS! Will work.
Posted on March 22, 2014
AgentRev
The distance from which an object is determined to be inside the radius is calculated from its model center (object modelToWorld [0,0,0]), and not the position returned by getPos/ATL/ASL. If an object is used as the origin from which to scan, distance is calculated from its model center as well.
Posted on October 26, 2014 - 15:15 (UTC)
Killzone Kid
Return all trees in 100m radius around player: private _trees = []; { if (str _x find ": t_" > -1) then { _trees pushBack _x; }; } forEach nearestObjects [player, [], 100];
Posted on August 27, 2015 - 16:45 (UTC)
Tankbuster
If you use "Man" as the class to look for, it will only find dismounted men. IE, men in vehicles will NOT be found.
Posted on January 8, 2016 - 12:14 (UTC)
Killzone Kid
The first call to this command can take significantly longer then consecutive calls. But even after the objects in given radius were cached, the sorting this command performs could be quite expensive. For example to sort ~7000 object it might take up to 100ms. For performance reasons you can use nearObjects instead, which is basically the same command but without added sorting.
Posted on March 2, 2016 - 23:09 (UTC)
Ceeeb
In Arma 3, nearestObjects is partially broken and is unable to return nearby placed explosive charges or mines when searching by classnames. Use nearObjects, nearestObject or allMines instead.
Example of non-functional code: // always returns nothing, even if there are objects that should be returned nearestObjects [position player, ["APERSMine_Range_Ammo", "SatchelCharge_Remote_Ammo"], 10]
Posted on October 31, 2016 - 00:32 (UTC)
Killzone Kid
Since Arma 3 v1.65.138818 the default sorting is done according to 3D distance not distance2D as before. This is an attempt to correct some very old bug in implementation.