checkVisibility
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Description
- Description:
- Checks if one position is visible from another position and how much. The results can be affected by getTerrainGrid value, especially if position is near the ground. Particle effects such as smoke can also affect the results.
- Groups:
- Math - Geometry
Syntax
- Syntax:
- [ignore, LOD, ignore2] checkVisibility [beg, end]
- Parameters:
- ignore: Object - object to exclude from calculations
- LOD: String - level of details to use. Possible values are: "FIRE", "VIEW", "GEOM", "IFIRE", and 2.02 "PHYSX"
- since 1.62
- ignore2: Object - (Optional, default objNull) second object to exclude from calculations
- beg: Array - start position in format PositionASL
- end: Array - end position in format PositionASL
- Return Value:
- Number - how much end position is visible to start position in range 0..1, where 1 is fully visible.
Examples
- Example 1:
_cansee = [objNull, "VIEW"] checkVisibility [eyePos player, eyePos unit1];
Additional Information
- See also:
- lineIntersectsWith lineIntersectsSurfaces lineIntersectsObjs intersect terrainIntersect terrainIntersectASL terrainIntersectAtASL lineIntersects cursorObject cursorTarget disableRemoteSensors
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 Aug 08, 2016 - 22:38 (UTC)
-
Particles that have blockAIVisibility set to 1 will influence the result, but will not make checkVisibility return 0. Instead an extremly small number will be returned.
Distance, fog, overcast, rain and nighttime have no effect on the result.